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    Gap Guide by autrui

    Version: 1.5 | Updated: 05/18/05 | Printable Version | Search Guide | Bookmark Guide

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                                 Tony Hawk's Underground 2      insert        
                                              Gap Walkthru          cool 
                 FINAL Version 1.5 (last updated 05.18.05)            ascii art
                                       By Nicolas Blancard         here
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    This file is anticopyright (\c) 2004 Nicolas Blancard.  All rights observed.
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    -----------------
    Table of Contents
    -----------------
    
    1IT. Intro and tips - not complete
    2.   NEW LEVELS. 
    
           L1. Training.
                  L1LO.  Level orientation.
                  L1A.   Gaps.
           L2. Boston
                  L2LO.  Level orientation.
                  L2A.   Gaps.
           L3. Barcelona
                  L3LO.  Level orientation.
                  L3A.   Gaps.
           L4. Berlin
                  L4LO.  Level orientation.
                  L4A.   Gaps.
           L5. Australia
                  L5LO.  Level orientation.
                  L5A.   Gaps.
           L6. New Orleans
                  L6LO.  Level orientation.
                  L6A.   Gaps.
           L7. Skatopia
                  L7LO.  Level orientation.
                  L7A.   Gaps.
           L8. Pro Skater
                  L8LO.  Level orientation.
                  L8A.   Gaps.
           L9. The Triangle
                  L9LO.  Level orientation.
                  L9A.   Gaps.
    3. CLASSIC LEVELS.
           C1. School
                  C1LO.  Level orientation.
                  C1A.   Gaps.
           C2. Philadelphia
                  C2LO.  Level orientation.
                  C2.   Gaps.
           C3. Downhill Jam
                  C3LO.  Level orientation.
                  C3A.   Gaps.
           C4. Los Angeles
                  C4LO.  Level orientation.
                  C4A.   Gaps.
           C5. Canada
                  C5LO.  Level orientation.
                  C5A.   Gaps.
           C6. Airport
                  C6LO.  Level orientation.
                  C6A.   Gaps.
           CT. Credits and other thanks.
    
    ---------------------------
    1IT. Introduction and Tips.
    ---------------------------
    
    Welcome to my second gap guide for the Tony Hawk series!  The TH series is the
    only game I consistently enjoy, to the point of obsession.  I have been skating
    since I was 8 or so, though I am not very good, I love it.  The TH games are
    the only games I have played that fulfill both my desire for realism and my
    desire for fantasy, in an impressive balance.  I hope this guide will enable
    you to enjoy further levels of fantasy.
    
    Version History: 
    
    1.3. More additions/corrections.  Added a poll!
    
    1.2. Corrected NAWLINS STREET MANUAL, and entered two missed gaps in L.A.  
    Thanks to those who emailed to let me know about the problem!
    
    1.1. 1 Minor correction.
    
    1.0  All levels complete.  All gaps complete.  I am finally finished with what
    nearly became a torture.  All because I love you.
    
    0.8  Just a version history for now: this guide contains all gaps for all
    levels NEW to THUG2.  The classic levels are not even started yet.  
    
    -----
    Tips: 
    -----
    
    The major tip for all gaps is this: most of the time, the reason you're not
    getting a particular gap is because you're in the wrong place.  I have 
    included a LEVEL ORIENTATION guide for each level, so I can speak consistantly
    of certain locations.  But this may be somewhat confusing.  For example, in
    PHILADELPHIA, there is a building I call the FOUNTAIN BUILDING.  I call it
    this, as I say in the LO, because it is on this building that there's a device
    to drain the fountain.  There is another building that is much closer to the
    fountain, but there is another, more appropriate name for that one. 
    
    Basically, please READ those level orientation sections, if you think you might
    be in the wrong place, it may be because you are.  I did my best here, but you
    have to work with me a little.
    
    The other major tip is this: very few of these gaps are actually that hard. 
    Usually there is something nearby you can use to line yourself up, like a 
    grind or something.  If you are working on a gap, and it seems just really 
    impossible, you may be misunderstanding something, because, like I said, not 
    many of them are real hard.  Also, keep in mind the point value--they won't 
    usually give you 15000 points for something that's really easy; conversely, 
    they aren't going to make you break your thumbs for 50 points.  There are 
    occasional gaps that don't offer much points that are simply very obscure, 
    like UPSTAIRS and DOWNSTAIRS in SKATOPIA.  These gaps are simply put in there
    to challenge folks like us who will hunt for days without break for a gap.  
    But in the end, these obscure ones are actually pretty easy, once you realize
    what they're all about.
     
    That said, there are also gaps that are just plain hard--I think of the really
    long grinds/manuals, or of the really tricky ones like OH YEAH YOU ARE GOOD 
    in L.A.  These hard ones just take patience.  
    
    Another tip: USE FOCUS.  You can keep focus in grinds and manuals by using
    specials.  It still won't last forever, but you won't have to keep doing flip
    tricks to fill yr special meter, which can adversely effect your balance.
    
    Finally, a major concern for a lot of big gaps is SPEED.  Unless I state
    otherwise, hit every gap at full speed.  How do you get more speed: three 
    ways.  1. fill your special meter.  2. Spine transfers, if done DOWN, can 
    shoot you like a rocket.  3. Skitch.  Cars are only there for your abuse, 
    so abuse them.  Grind them whenever you can, because it is likely something
    you'll never have the opportunity to do in real life.
    
    Now, let's get started!
    
    -----------
    NEW LEVELS.
    -----------
    -------------------
    ------L1.  Training
    -------------------
    -------------------------
    L1LO.  Level orientation.
    -------------------------
    
    START: This is the area where you start.  One QP, one flaming garbage can, 
    and a Tony Hawk (in story mode).  Oh, and TWO HUGE ROLLINS that lead down to 
    the main area.
    
    HUGE ROLLINS: the two huge rollins that lead fmro the start to the MAIN AREA.
    
    MAIN AREA: The main area.  Has a pool, a HP, a CURVEY QP, a rail in the 
    middle, and some kickers facing each other.
    
    MA's CURVEY QP: against the back wall of the MAIN AREA.  A curvey QP.
    
    NEW AREA: you break into this one in a story mode goal.  Lotsa QPs, a ROLLIN 
    FUNBOX, a pool, and another funbox.  And, it's own..
    
    NA's CURVEY QP: the QP in the furthest corner of the NEW AREA.  Its shape is 
    almost identical to the MA's CURVEY QP.
    
    THE FOUNTAIN: This is a pool of water next to the empty skatable pool.  You 
    can drown in it.
    
    -----------
    L1A.  Gaps.
    -----------
    
    RAIL POP: On top of the funbox in the middle of the new room, there's a rail.
    Grind that rail.
    
    BEAM LIP: In the pool in the main room, on the back wall, there's a reddish 
    beam just above the pool coping.  Lip that beam.
    
    HALF PIPE LIP: Come on now.  The HP in the Main Room.  Lip it.  Or play story 
    mode for like five minutes.
    
    POOL 2 POOL: grind the FOUNTAIN toward the pool, and hop to a grind on the 
    pool coping.
    
    QP TRANSFER: Air between two of the qps on either side of the HUGE ROLLINS.  
    Doesn't matter which.
    
    RAIL 2 LIGHT: Enter the new room and go straight.  Hit the QP at the far side 
    of the room and girnd the highest rail to the left.  Hop off to the left and 
    grind the light.
    
    RAMP HOP: Two kickers face each other in the MAIN AREA with no car between 
    them.  Jump off one and land on or beyond the other.
    
    RED BUTTON WALLRIDE: Again, play story mode for like five minutes.  Just 
    inside the door to the new room, there's a red button on the wall.  Wallride 
    over it.
    
    CAR HOP: Hop over the car in the MAIN AREA.
    
    FUNBOX SPINE: Start in the pool in the NEW AREA.  Get some speed and launch up 
    on the side next to the funbox and spine tranfer over that box.
    
    GOING UP: Grind the MAIN AREA's CURVEY QP to the right, around the corner.  
    Hold grind to grind the next two rails, the second of which is over the HP.  
    That second rail kinks up at the end, so ollie at that kink up to the high 
    rails above.  Then land safely.  
    
    LIGHT HOP: Hop from light to light.  Best done in the NEW AREA, above the 
    rollin funbox.  (Actually, I don't think it works in the MAIN AREA.
    
    HIPPIN: Play story mode.  Go to the furthest corner of the NEW AREA and face 
    the MAIN AREA wall.  THere's a section of the NA's CURVEY QP that comes out 
    from the wall, then turns parallel to the wall again.  Hip transfer that 
    corner.
    
    RECESSED TRANSFER: There're two recessed QPs on one wall of the NEW AREA.  To 
    transfer between them awards the RECESSED TRANSFER.
    
    SPRINKLER LIP: Lip or grind the pipe above the right half of the MA's CURVEY 
    QP.
    
    UPPER RAIL: Go to the ROLLIN FUNBOX and launch off either side to hit the 
    highest rail above it.  It's roughly in the middle of the funbox.  
    
    HIGH WIRE: Underneath the ROLLIN FUNBOX there's a little room with a QP 
    against the wall.  Launch off that QP and lip the highest wire above it (not 
    the one just above the QP).
    
    OTHERSIDE 1: Hit the MA's CURVEY QP on the right side, angled to the right, 
    and hit the SPRINKLER LIP pipe around its turns, hop to the light, and hop to 
    the next rail (over a perpendicular rail).  Grind that rail to the wall and 
    tap the ollie button at the end.  You'll go through a hole in the wall and 
    (hopefully) land in a grind on a rail in the next room.
    
    OTHERSIDE 2: Hit the UPPER RAIL gap from the RECESSED TRANSFER side and you'll 
    go around a turn and soon face a little hole in the wall.  TAP the ollie 
    button and land in a grind on the rail on the other side.  This second rail 
    is much easier to miss than the second rail of OTHERSIDE 1.
    
    PASSAGE HOP: Hit the NA's CURVEY QP (on the part that is on the same wall as 
    the ROLLIN FUNBOX) angled to the left and grind the rail way up there.  Hop to 
    get speed if you need to, and, at the end of that rail, jump straight to grind 
    a little rail in the passageway intot he MAIN AREA.  It can be easy to over 
    jump that second rail, so, don't over jump.
    
    BIG OLE LIP: Get in the pool and air real high on the opposite side from the 
    funbox and lip the pipe that's real high up there.
    
    BIG RAIL: Grind the big--er..moderately sized rail in the middle of the MAIN 
    AREA.
    
    OVER THE HALF PIPE: I understand if you're from mars.  Ollie over the HP in 
    the MAIN AREA.
    
    DOWNWARD MANUAL: Maunal down either of the big rollins that lead from the 
    START to the MAIN AREA.
    
    HOLY SHI...: Right next to the HP (in the MAIN AREA) there's a rail on a 
    little stand, between the HP and CURVEY QP.  Grind that, and hold the grind 
    onto the CURVEY QP.  Grind all the way around into the NEW AREA, to the very 
    end of the QP, where it kinks up.  The gap shows up at the very end.
    
    -----------------
    ------L2.  Boston
    -----------------
    
    PARK: The park that's on your right when you start the level.  it has some 
    steps, a statue, and a couple of entrances to the subway.
    
    MUSEUM: first building on your right as you start the level.  Has little 
    yellow rails leading up its little steps.
    
    APARTMENT COMPLEX: Next after the MUSEUM.  Has an entrance not unlike the HOTEL
    in LOS ANGELES.  4 QPs, and a little HP above the back QPs.
    
    CONSTRUCTION SITE: If you can't find this, you may be in the wrong level.  Or 
    game.
    
    HOSPITAL: the furthest corner of the level.  Has some irritating volcanos in 
    front of it.
    
    TEA SHOP: Next to HOSPITAL.  A HP on the roof.
    
    THB: The Tony Hawk Building.  Has a big picture of Tony on a QP.  includes a 
    couple of recessed QPs and a set of stairs to a high ledge.
    
    BANK: Next to the THB.  Red.  Has some sculpture thing in front of it.  The 
    sculpture looks like a large, grindable wet rag.  Also known as RIBOFF.
    
    COURTHOUSE: I don't know what this building is, but it's where you find Ben 
    Franklin.  some fences in front, some HPs and QPs in back.  
    
    BAR: to your left as you start the level.  Has some rails in front of it and 
    Jesse James down in it.
    
    LIBRARY: Across the street from the CONSTRUCTION SITE, HOSPITAL and PARK.  Has
    a totally unusable HP on its roof, and a long hallway within.
    
    CHURCH: Across the street form the COURTHOUSE and the BANK.  And the TEA SHOP.
    And the PARK.  A usable HP on top.
    
    TBIBTLATC: The Building In Between The LIBRARY And The CHURCH.  has a raised 
    HP in front of it, and a very tasty bowl on the roof.
    
    -----------
    L2A.  Gaps.
    -----------
    
    LEDGE HOP: In front of the two walls which flank the stairs into the PARK, 
    there are two little planters.  grind one, hop, grind the other.
    
    RAIL HOP: At the start of the level, grind the rail to the left (that goes 
    down into the BAR), and hop to a grind on the blue rail in front of the 
    COURTHOUSE.
    
    BUS STOP POP: Grind the blue rail in front of the COURTHOUSE (closer to the 
    BANK).  At the kink at the end, hop to a grind on the top of the bus stop.
    
    DUMPSTER UP: Between the LIBRARY and TBIBTLATC, there's an alley; in that 
    alley, there's a dumpster, and on that dumpster, there's a piece of wood, and 
    on that piece of wood, there's you, jumping off it to a grind on one of the 
    upper ledges of the TBIBTLATC.
    
    FENCE LIP: In front of the CONSTRUCTION SITE, there's a QP fence deal.  Lip 
    the fence.
    
    HOSPITAL VOLCANO SPINE: In front of the HOSPITAL, those things are the 
    volcanos.  Spine one.
    
    PLANTER TO PLANTER: In the PARK, there's two oddly shaped planters.  on the 
    side closest to the statue, you can grind-hop-grind them.  Do that.
    
    PLANTER UP: on the BANK side of the CHURCH, there's a small planter.  Hop off 
    that to a grind on the ledge above.
    
    SUBWAY SPINE: spine over either of the subway stops.
    
    TEA PARTY TRANSFER: in the middle of the back of the CONSTRUCTION SITE, 
    there's a QP.  spine that, into the boat.
    
    BOSTON COMMON STAIRS: Ollie down the stairs in the PARK.
    
    BROWNSTONE TRANSFER: Transfer between 2 QPs in the entranceway of the 
    APARTMENT COMPLEX.  Please note that these buildings are absolutely not 
    brownstones.  
    
    CAR HOP: Hop over a car.
    
    HOSPITAL TRANSFER: on either side of the entrance ot the HOSPITAL, there's a 
    QP, with one above it.  Air up there.
    
    LIBRARY MANUAL: Manual into the LIBRARY, through the LIBRARY, and out of the 
    LIBRARY.
    
    LIBRARY MURAL: Air over one of the murals on the side of the LIBRARY.
    
    MURAL RIDE: Wallride a mural on the LIBRARY.
    
    RIBOFF LIP: On the right side of the COURTHOUSE, air up to lip the rail on the 
    side of the BANK.
    
    STATEHOUSE STAIRS: Ollie down the steps in front of the COURTHOUSE.  I guess 
    it's actually a STATEHOUSE.  
    
    SUBWAY MANUAL: Manual into the subway, through the subway, to the ramp at the 
    other end.
    
    TEA BOMB: Acid drop off the top of the boat, behind the CONSTRUCTION SITE.  
    you can clib up top by getting off the board in the back of the boat and 
    walking to the top of the QP there.
    
    WASHINGTON AIR: Spine over the statue in the PARK.
    
    BANK TRANSFER: Next to the bus stop, there's a QP set into the wall of the 
    BANK.  With enough speed, you can air into a QP inside the BANK.
    
    FLIRTING WITH DISTASTER: In the Subway.  Jump over the tracks, sticker slap 
    the wall, and land back on the platform.
    
    ROOF SPINE: Spine from the roof of the LIBRARY to TBIBTLATC, or from there  
    to the roof of the CHURCH.
    
    STATEHOUSE STAIR SPINE: Spine over the COURTHOUSE stairs.
    
    TH TRANSFER: Transfer between the recessed QPs on the THB, behind the picture 
    of Tony.
    
    WIRE TRANSFER: Grind the wire that goes from the roof of the CHURCH to the THB.
    
    BIG DIG BIG AIR: to the right of the HOSPITAL entrance, there's a yellow 
    kicker thingy over a vent.  Jump off the kicker to the vent and you'll 
    magically reappear over a QP inthe CONSTRUCTION SITE.
    
    BOSTON BY WIRE: Get to the second level of the HOSPITAL and air off the QP 
    that's further from the TEA SHOP, angled right.  Grind the wire up there, and 
    keep the grind all over town, hopping for speed if you need to (you will need 
    to), until you're back to the CHURCH.
    
    CHURCH SIGN SLAP: get onto the little HP on the side of TBIBTLATC and air off 
    it to a grind on the ledge on the side of the building (TBIBTLATC).  Go around
    the building to the back, and at the end of the ledge, hop and sticker slap 
    the church sign that'll be right in front of you.  Land back in the grind.
    
    READING IS FUN: Get to the second level of the HOSPITAL and air off the QP 
    that's further from the TEA SHOP, angled right.  Grind the wire up there, and 
    right before it turns at the end of the building, hop to a grind on the top of
    the LIBRARY.
    
    RIBOFF TO CHURCH: On the right side of the COURTHOUSE, air up to grind the 
    rail on the side of the BANK.  Just before the rail turns at the edge of the
     building, hop off and land on the slanted part of the CHURCH roof.
    
    STREET CROSSING: Get on top of the LIBRARY.  Air up the side by the alley, 
    come down and launch off the wooden ramp, over the street, into the 
    CONSTRUCTION SITE.
    
    WALL SLAP: Grind the ledge that goes up the stairs by THB.  when it 
    straightens out, hop off the end, sticker slap the wall, and land back in 
    the grind.
    
    YELLOW PIPE CLIMB: grind the fence-QP deal by the park, toward the APARTMENT 
    COMPLEX.  At the end, hop off left and get off the board in midair, and, 
    without breaking the combo, climb the yellow pipe thing in the corner of the 
    CONSTRUCTION SITE.
    
    APARTMENT SPINE: get onto the scond-level HP in the APARTMENT COMPLEX.  Spine 
    off it, to the QP below, and air off the one you're about to hit.  Then spine 
    there, you should go through a VERY high-ceiling-ed apartment.
    
    HIGH SLAP: On the right side of the COURTHOUSE, air up to grind the rail on
    the side of the BANK.  Grind that all the way around the building to the end,
     hop, sticker slap the wall, and land back in the grind.
    
    I'M A LITTLE TEAPOT: [correction]  My method for this gap sucked, and I 
    wasn't pleased with the method or my description.  Luckily, Chomei sent me 
    a far better method and description, which I post here, with his permission.
    
    "the "im a little teapot" gap is alot easier
     
    on the side of the TEA SHOP nest to the THB the wall is a QP.  Air off that
    and grind the very top of it, then jump off of it at the end so you land on
    the teapot in a grind, when you get off the short teapot grind continue to
    hold triangle and you should hit the lightpost thing that has a green top,
    this will make you get that gap everytime, ive tested."
    
    BANK DROP: Jump through the window on the second floor of the BANK, and acid 
    drop into the QP on the side of the subway station there.
    
    
    
    
    --------------------
    ------L3.  BARCELONA
    --------------------
    -------------------------
    L3LO.  Level orientation.
    -------------------------
    
    MAIN STREET: The main street, right by where you start.
    SANTS AREA: to your right as you start.  contains the set of benches, the 
    weird ceiling thing, the arcade machine, vending machine.  Let's say this 
    goes back as far as the tomato container.
    
    BACK STREET: the path that cuts between the buildings and the GUELL AREA.  
    Starts at the tomatos, ends at the bull's cage.
    
    TERRACE: the area above the GUELL AREA, with the longest bench, the tower, 
    and the back door to the pink building.
    
    GUELL AREA: the park in the back, a bunch of planter/HPs, with the dragon 
    sculpture in the middle.
    
    THE BRIDGE: That's the bridge.
    
    THAT ALLEY: By this I mean the alley that goes from MAIN STREET to BACK 
    STREET, to your left as you start.
    
    PIER: The far side of MAIN STREET, the other side of the BRIDGE.  a pool, a 
    subway station, some spines, a big wall.  Oh, and a tower.
    
    QP BUILDING: The building by the SANTS AREA, with the steps leading up to it.
    It has QPs at the foot of the stairs and at the base of the building.
    
    -----------
    L2A.  Gaps.
    -----------
    
    BENCH HOP: These benches are the ones underneath the weird ceiling thing,
    that look like tables with seats on the side.  A grind gap, hop from one to 
    another.
    
    LEDGE HOP: I use the QPs at the foot of the stairs at the QP BUILDING, there 
    may be other places to do it.  be careful on those QPs, though, because they 
    kink in a very unuseful way at the very end, so jump off just before the end.
    
    RAIL HOP: Again, there may be more places to do this, but I use the rails in 
    front of the vending machines in the SANTS AREA.  they look like the things in
    movie theaters where you form lines.  Between the vending machines and the 
    bus-stop-lookin things.
    
    AC BOOST: Go into the building on the PIER.  the trouble isn't getting, it's 
    landing it.  Hold grind as you go in, and keep the grind down the rope, around
    the bottom of the BRIDGE. 
    
    BRIDGE RAIL TRANSFER: Grind a railing on the bridge and hop to something 
    else--namely, the big tall wavy things on either side or the middle.  
    
    LEDGE 2 RAIL: on the edge of the SANTS area, by the long line of benches, 
    grind the ledge, toward the GUELL area, and leap to the rail to your right.  
    it is under the awning of the building.
    
    RAIL 2 LEDGE: Reverse the LEDGE 2 RAIL instructions.  Not hard.
    
    TAKING OUT THE TRASH: Natas spin on a garbage can.
    
    BESOS: On the PIER, there's a bumpy thing.  Manual it.
    
    BESOS FLIP: at the end of the bumpy thing, there's a rail.  Do a flip trick 
    over the rail.  
    
    CAR HOP: Hop over a car.
    
    CATAPAULT LAUNCH: go into either of the two doors of the castle-lookin 
    building on MAIN STREET.
    
    DRAGON'S BREATH: stand behind the dragon statue in the GUELL AREA, hop into a 
    grind on its back.  if you grind over the head, you'll get this gap.
    
    FAN BOOST: Go into the glass-walled building on the corner of THAT ALLEY and 
    BACK STREET.  You'll be on the top floor.  Go out the window toward the SANTS 
    AREA, and stand on the red mesh ledge.  Climb onto the roof.  Once there, 
    ollie off the big vent. Actually, you can just go on it, it will make you jump.
    
    GUELL ENTRANCE: in front of the GUELL AREA, there's two buildings, little 
    tower buildings, with brown walls, brown walls with red and white on top.  
    grind one of those walls and hop over to the next.
    
    GUELL PLANTER DRAGON TRANSFER: Gap over the dragon part of GUELL, from one 
    planter/QP to another.  Here's a sure-fire way to get the height: Start on 
    the TERRACE, on the side furthest from the SANTS area, and spine down into the 
    GUELL spines.  spine over the next spine down, and launch off the next one 
    down.  angle about 45 degrees, you'll have plenty height.
    
    GUELL PLANTER SPINE TRANSFER: Spine any of the GUELL planter/QPs.
    
    HOSPITAL TRANSFER: Apparantly, the QP BUILDING is a hospital.  Air between two
    of the QPs at the foot of the stairs.  Any two will do.  
    
    LA PERDRERA SPIRAL: Enter the door to the castle-lookin building closest to 
    MAIN STREET (and your pro teammate).  You'll launch to the top of a building.  
    Keep going straight when you land, exiting that bowl, to be on the main roof.  
    There should be a ledge right in front of you, it's not the edge of the 
    building, rather it's a kinda circle in the middle.  Grind it to the right.
      keep the grind all the way around until you're on the ground again.  GAP!
    
    MAMO FLIP: The building on the far side of the castle-lookin thing is the MAMO 
    building--a museum of some kind I expect.  Grind the ledge in front of it, hop 
    off the end and do a flip trick.  Another part of the Stev-o goal.
    
    NIXON PLANT: Sticker slap the nixon billboard.  It's on the PIER.
    
    RAMBLA DEL AGUA: On the bridge right by the MAIN STREET there's a little sign 
    that's got an angled top.  grind it, and hop off up onto the wavy thing there.  
    RAMBLA DEL AGUA.  
    
    SANTS AWNING: This is that weird ceiling thing (hereafter refered to as the 
    SANTS awning).  Jump off one end of the ledge it's on, which has those slats 
    of plywood for kickers, and grind this thing.  
    
    SANTS BENCH FLIP: Do a fliptrick off one of the benches in the SANTS area--not 
    the normal benches, but one of the weird ones, that look like tables with 
    benches on the side.
    
    SANTS BENCHES: This is the normal lookin benches in SANTS.  Grind each and 
    every one of them in ONE GRIND.  Really pretty easy.  Hold grind.
    
    SUBWAY MANUAL: manual down the ramp into the subway, and up the other side.  
    Doesn't matter where you start or where you finish.  The only trouble is speed,
    so, well, get a lot of speed.
    
    TICK TOC: grind the left-most edge of the SANTS awning toward the water; at the
    end, hop, and sticker slap the clock.  Time freezes!
    
    WORLD'S LONGEST BENCH: This is the long bench on the TERRACE.  Grind all of it.
    
    DRAGON'S TAIL: Grind from the head of the dragon to the tail, and, at the tail,
    hop off to a grind on the ledge of the TERRACE--the WORLD'S LONGEST BENCH, 
    actually.
    
    RAMBLA NO TERRANO: This is crossing the bridge without touching the ground.  
    Hop off that sign with the angled top, grind the first wavy thing, then grind 
    the rail directly below, then grind the next wavy thing (on the left).  You'll 
    get it!
    
    ARGHHH!: Facing the BRIDGE, back to the main part of the level.  Grind the 
    right-most rail, and hop, when you can, to the rope floating in the water.  
    The trick isn't getting this gap, it's landing it.  Follow the rope around, 
    till you get back by the base of the bridge, and wallride/wallie just before 
    the rope goes parallel to the side of the street.  
    
    BUTTERFINGER!: The advertisements reached a whole new level of obscenity with 
    THUG2.  Congratulations, y'all made $500 more than you would have without all 
    that obscenity.  Grind the top of the glowing orange vending machine by the 
    arcade game in SANTS.
    
    TOWER 2 TOWER: Aight, this gave a lot of people trouble, myself included.  
    Technically, this is a grind all the way around the board, but there's a 
    trick to cut it in half.  go to the top of a tower (by entering the base).  
    You should be off your board, of you won't stay on top of the tower long.  
    so, off yr board, turn around, turn 180 degrees, so you're facing the bottom 
    of the U, the back of the tower, however you want to understand it.  Hop to a 
    grind directly in the middle of the U and grind the wire.  This way you've hit 
    one of the two checkpoints right at the start.  The second checkpoint--the end 
    of the grind--is all the way on the other end of the tram's journey.  You don't
    have to go back to where you started, because you turned around and started in 
    the back, but you do have to get all the way to the other tower, hopping over 
    whatever trams get in the way.  Use special grinds and focus, you should be 
    able to do it.
    
    
    -----------------
    ------L4.  Berlin
    -----------------
    -------------------------
    L4LO.  Level orientation.
    -------------------------
    
    AUSFART/FOUNTAIN: This is the fountain that's right in fron of you as you 
    start.  you go down into it and you be in front of a building called Ausfart 
    (with a superfluous 'h' in there somewhere).  I will refer to this area by 
    either name.
    
    MIDDLE BUILDING: this is the tall building to the left as you start.  you can 
    get on top of it by going in the doors in the AUSFART area.
    
    CHURCH: Across MAIN STREET from the MIDDLE BUILDING.  looks like a church.
    
    CORNER FOUNTAIN/CORNER BUILDING: This is the other fountain, in the corner by 
    the AUSFART/FOUNTAIN and the CHURCH.  It's kinda shaped like an L.  But more 
    than like an L, it's like this: |o_.  See what I'm saying?
    
    MUSIC BUILDING: when facing the CHURCH, this is to your left.  The gaps have 
    musical themes to their names.  There's a door in the MUSIC BUILDING that 
    takes you to the roof.
      
    LEVEL BUILDING: Across the MAIN STREET from the MUSIC BUILDING and across the 
    SIDE STREET from the MIDDLE BUILDING.
    
    GOLD BUILDING: Across the SIDE STREET from the GALLERY.  It has a bar in its 
    little courtyard.
    
    GALLERY: the funky-lookin building with the glass walls.  Pool inside, QPs on 
    the roof.
    
    MAIN STREET: The main street.  Goes between the CHURCH and the MIDDLE BUILDING.
    Has some planters in the middle of it.
    
    SIDE STREET: Meets the MAIN STREET by the MUSIC BUILDING.  On the other side 
    of the MIDDLE BUILDING from the AUSFART.
    
    QP WALL: The wall that's a QP on one side between the GALLERY and the AUSFART 
    FOUNTAIN.
    
    -----------
    L4A.  Gaps.
    -----------
    
    AUSFARHT LIP: Go down into the AUSFART FOUNTAIN, hit the QP by the door, and 
    lip the rail above.
    
    LEDGE HOP: grind one of the planters on MAIN STREET then hop to a grind on 
    another.
    
    LEVEL 1 LIP: lip the lowest level of the LEVEL BUILDING.
    
    RAIL HOP: start from the MAIN STREET side of the AUSFART area, and grind the 
    rail on the right side of it, then hop to a grind on the rail beside it, which 
    is part of the cafe side of the MIDDLE BUILDING.
    
    AUSFARHT TRANSFER: Transfer over the door in the AUSFART area.
    
    AWNING LIP: grind the bench between the GALLERY and the QP wall away from the 
    SIDE STREET.  when it ends, you'll be lined up in front of a QP.  Hit the QP 
    and lip the awning above.
    
    BENCH 2 LEDGE: grind the bench between the GALLERY and the QP wall, then hop 
    to a grind on the nearest ledge.
    
    DROPOFF LIP: the GALLERY side of the MIDDLE BUILDING has a QP.  Lip the ledge.
    
    FOUNTAIN MANUAL DOWN: manual down the slope into the AUSFART FOUNTAIN.
    
    GALLERIA SPINE DOWN: spine from the roof of the GALLERY into the bowl inside 
    the gallery.  The gallery must be open, and you must break the glass ceiling 
    from the inside.
    
    GALLERIA SPINE UP: Do the GALLERY SPINE DOWN gap and then spine back up to the 
    roof.  
    
    GOLD LIP 1: Lip the lowest ledge of the GOLD BUILDING.
    
    GOLD LIP 2: Lip the middle ledge of the GOLD BUILDING.
    
    GOLD LIP 3: Lip the middle ledge of the GOLD BUILDING.  Spine trnsfer off the 
    roof of the bar to get the speed you need.
    
    HITTIN THE PIPE: lip the pipe above the QP on the FOUNTAIN end of MAIN STREET.
    
    LEDGE 2 BENCH: Reverse the BENCH 2 LEDGE gap.
    
    LEDGE 2 RAIL: in front of the LEVEL BUILDING, there's a set of stairs.  Grind 
    the stairs on the SIDE STREET side, toward the gallery, and hop to a grind on 
    the rail atop a QP that'll be in front of you.
    
    LEVEL 2 LIP: Lip the middle ledge of the LEVEL BUILDING.
    
    OVER THE PIPE HOP: In front of the CHURCH, there's a pipe flanked by two low 
    plywood walls.  grind one of the plywood walls, and hop to a grind on the 
    other.  You'll go OVER THE PIPE.
    
    RAIL 2 LEDGE: Reverse the LEDGE 2 RAIL gap.  RAIL 2 LEDGE is easier than LEDGE 
    2 RAIL.
    
    SONATA SPINE: spine onto the roof of the MUSIC BUILDING.
    
    VENT TRANSFER: On the roof of the MIDDLE BUILDING, air over the vent.  It's on 
    the GALLERY side.
    
    WIRE LIP: In front of the LEVEL BUILDING, there's a spine planter deal.  In 
    the trees above there's a wire (obscured by the leaves).  Lip that wire.
    
    WIRE POP: Grind the wire above the spine planter deal in front of the MIDDLE 
    BUILDING, then hop to a grind on the other wire up there.  You can't really 
    see it, but it's there.
    
    ART DROP: Air off the roof into the bowl in the GALLERY.  The gallery must be 
    open, and you must break the glass ceiling from the inside.  Do this with your 
    back to the MIDDLE BUILDING, on the right side, and angle slightly to your 
    left.
    
    ART LIP: inside the GALLERY, inside the bowl.  Lip one of the two brightly-
    colored pipes above the pool.
    
    ROOFTOP TRANSFER: Air over the two kickers on the roof of the MIDDLE BUILDING.
    
    CAR HOP: Hop over a car.
    
    FOUNTAIN ESCAPE: Grind the right edge of the AUSFART fountain, whic is just to 
    your left as you start the level.  Grind it and at the end hop to a grind on 
    the silver rail above.
    
    HIGH LIP: Grind the QP WALL toward the GOLD BUIlDING.  Drop off the end and 
    you'll be lined up in front of a QP.  Air off it, and lip the bar on the 
    second ledge of the building.
      
    INTO CHURCH: Use a QP on the side of the CHURCH to spine into the CHURCH.
    
    OUT OF CHURCH: Use a QP inside the CHURCH to apine out of the CHURCH.
    
    SECOND TIER: Spine down from the roof of the bar and grind the lowest ledge of
    the GOLD BUILDING.  The ledge kinks almost immediately, use that kink to hop 
    to the middle ledge.
    
    SMACK MY B!*@H UP: Sticker slap the picture of the soldier that stands in the 
    planter on MAIN STREET.  Use the edge of the planter as a kicker.
    
    SONATA HIP: Hip transfer from one part of the roof of the MUSIC BUILDING to 
    another.
    
    THIRD TIER: Spine down from the roof of the bar and grind the lowest ledge of 
    the GOLD BUILDING.  The ledge kinks almost immediately, use that kink to hop to
    the middle ledge.  Follow that ledge around and it will kink up also.  Use that
    kink to jump to the third level.
    
    WALL DROP: On the side of the GALLERY, the opposite side from the SIDE STREET,
    there's a ledge with a partial QP (also, a lot of graffiti).  Grind that ledge
    toward the AUSFART FOUNTAIN and, when it kinks up at the end, launch over the
    grass and acid drop onto the WALL QP.
    
    BACKDOOR DROP: SPINE (don't acid drop) off the roof of the MIDDLE BUiLDING.  
    Do it on the GALLERY side.
    
    LEVEL 3 LIP: Lip the highest level of the LEVEL BUILDING.  To get the speed, 
    I climb up to the ledge (using the convenient ladder), and go around the 
    corner, almost to where the billboard is, so you're on a ledge perpendicular 
    to the spine planter deal in front of the LEVEL BUILDING.  acid drop off that,
    then quickly turn left and lip the highest ledge.
    
    CHECKPOINT TRANSFER: In the middle of the MUSIC BUILDING end of MAIN STREET 
    there's a QP.  Land on that.  Launch from the QP on the LEVEL BUIlDING.
    
    LOW CHURCH LIP: Inside the church, lip the ledge you spine over to get in.
    
    TO THE GALLERIA: get up to the highest ledge of the GOLD BUILDING (using the 
    spine-off-the-bar-roof technique, or using the convenient ladder).  Grind the 
    ledge until you're grinding toward the GALLERY.  Then wallride/wallie up to 
    the little black ledge above on the left.  At the end of that little ldge, 
    there's a little metal pipe that'll line you up.  Jump and land in a grind on 
    the roof of the GALLERY.
    
    WALL HIP: Between the CHURCH and the CORNER FOUNTAIN, there's two small wall 
    QPs.  Hip them.
    
    AUSFARHT DROP: Go into the door to get on the roof of the MIDDLE BUILDING, then
    turn around and hit the QP, angled right.  You'll launch over the door, over 
    the wall, over the sidewalk, and down into the AUSFART FOUNTAIN, landing just 
    by the door you went through such a short time ago.
    
    CHURCH DROP: grind the highest ledge of the CORNER BUILDING (wallride/wallie) 
    toward the CHURCH.  At the end, jump and acid drop into the CHURCH.
    
    FOUNTAIN MANUAL UP: Manual up the slpoe that leads down into the AUSFART 
    FOUNTAIN.  It's kinda hard, I guess.  Get a little speed from the QP down in 
    there, and you'll be fine.
    
    EXTREME CHURCH LIP: Climb the ladder to the upper part of the CHURCH (see 
    LADDER SKILLZ).  Acid drop off the ledge, and come right back up and lip the 
    very high ledge you were just on, such a short time ago.
    
    LADDER SKILLZ: Get inside the CHURCH, and sticker slap the fragile wall till 
    it breaks.  get some speed, then go through the broken part of the wall, and 
    grind the little rail on the floor.  This lines you up.  Launch off the QP in
    front of you and immediately get off your board and press whatever button makes
    you grab a ladder--I think it's R2 or something.  Proceed to the top of the 
    ladder if that was your original intent.
    
    OWNED!!!: Grind the top of the QP WALL away from the SIDE STREET.  At the end, 
    hop to a grind on the yellow awning, then, hop right up to grind the ledge 
    above the letters.  The gap will show up in time.
    
    
    --------------------
    ------L5.  Australia
    --------------------
    -------------------------
    L5LO.  Level orientation.
    -------------------------
    
    SECRET AREA: This is the secret area.  There are no gaps in there, so don't 
    worry about it.
    
    MAIN STREET (or just STREET): The only street on the level.  Starts at the 
    fountain and ends at the BEND.
    
    the BEND: Where the road turns.
    
    LEVEL ONE: The first level down from the STREET.  It has a bridge thing, the 
    PARKING LOT, some buildings, rails and QPs.
    
    THE PARKING LOT: This is the parking lot.
    
    LEVEL TWO: the second level down from the street.  Rails, QPs, lifeguard 
    building, a miniramp.
    
    LEVEL THREE: The third level down from the STREET, just above the beach.  
    Small.  Has some rails, the pool at one end, and QPs at the other.
    
    BEACH: The beach.
    
    FOUNTAIN DIRECTION (or FOUNTAIN SIDE): If you're on the street, facing the 
    BEACH, the FOUNTAIN DIRECTION is the whole left side of the level.
    
    BEND DIRECTION (or BEND SIDE): If you're on the street, facing the BEACH, 
    the BEND DIRECTION is the whole right side of the level.
    
    -----------
    L5A.  Gaps.
    -----------
    BALCONY LIP: Lip the balcony by the fountain.
    
    CHAIN GANG: Grind the beach side of the white building on level one, toward the
    FOUNTAIN SIDE, hop off at the end and grind the chain.
    
    HOMEMADE HANADRAIL: CAN ONLY BE DONE IN STORY MODE.  After you've grinded the 
    crane with the guy in the little go cart, this is possible.  Grind the ledge 
    in front of the 10-set by THE BEND toward the FOUNTAIN SIDE, and hop to the 
    broken lamppost for this gap.
    
    LEDGE DROP: Grind the top ledge of the PARKING LOT on the STREET side, toward 
    the BEND, and at the end, drop into a grind on the brick ledge.
    
    LEDGE HOP: Grind the top ledge of the PARKING LOT on the STREET side, toward 
    the middle, hop the gap where the bridge-thing is, and continue the grind on 
    the other side.
    
    RAIL 2 RAIL: There's a yellow van parked by the yellow building on LEVEL ONE. 
    Grind the rail in front of the van to the BAND SIDE, and, at the end, hop to 
    grind next rail.
    
    ROCK LIP: Lip the overhanging rock in the pool on LEVEL TWO.
    
    9 POINT LANDING: On the BEND SIDE of LEVEL ONE, there's a white QP set in a 
    brick ledge.  Grind that QP toward the beach and hop to a grind on the metal 
    railing down next to the HP.  It's a long jump, but get special and you'll 
    make it.
    
    ARCHWAY ROOF TAP: In front of the yellow building on LEVEL ONE, there's a 
    little kicker/ledge.  Launch off that to grind the edge of the yellow building.
    Continue the grind onto the wire between that building and the next building, 
    and you'll get the gap.
    
    BALCONY HOP: By the crane, there's a bus stop.  Launch off it and grind the 
    rail of the balcony there.  Immediately hop to the right to grind another 
    ledge on the balcony.
    
    BALCONY LOFTY LIP: You can skitch for speed on this one, but you don't need 
    to.  The object is to lip a high ledge above the QP against the building by the
     FOUNTAIN, just slightly toward the beach.  
    
    BIG STAIR SET: Right in the middle of the level, between LEVEL ONE and LEVEL 
    TWO, there's a big stair set.  Ollie it.
    
    BUS STOP HOP: By the crane, there's a bus stop.  Launch off it and grind the 
    rail of the balcony there.  
    
    CRANE VAULT: Grind the crane (by the FOUNTAIN) and hop to a grind on the 
    balcony there.
    
    G'DAY RAMP 2 RAMP: Five places to do it.  Pretty much, find any entranceway 
    with a QP on either side and air it.  Why not try the open door by the 
    fountain?
    
    HIGH 2 LOW TRANSFER: air transfer from LEVEL ONE to LEVEL TWO, on either the 
    FOUNTAIN SIDE or the BEND SIDE.
    
    HOT WIRE LIP: Go down the parking lot toward the FOUNTAIN and spine up to the 
    street level.  Then, turn around and lip a wire above the QP you just landed 
    on.
    
    LIFE GUARD ROOF TAP: On LEVEL TWO, grind the rail above LEVEL THREE, toward 
    the middle (doesn't matter which side you start from).  The rail will kink at 
    the end, and you're gonna ollie off that kink and grind the endge of the 
    lifeguard building.
    
    LOW BAY WINDOW LIP: lip one of the lower bay windows on the building on the 
    BEND side of the BEND.  (It's the one with all the bay windows.)
    
    10 POINT LANDING: Grind the metal rail that sites in the grass next to the 
    miniramp on LEVEL TWO, and, at a great speed, ollie down toward the beach, 
    landing in a grind on the rail on LEVEL THREE just above the BEACH.
    
    BALCONY CLIMB: Hit the QPs against the walls by the FOUNTAIN and grind the 
    balcony to your left.  follow the grind, hopping if yuou have to, to the end 
    of the last balcony, whose rail kinks up.  Use the kink to get higher, and 
    then sticker slap the wall, and land in a grind on the next balcony up.  
    Sometimes you have to keep the grind for a little while after for the gap to 
    show up.  (Note: you can continue this process until you're at the very top, 
    for super-fun.)
    
    CAN SKIP: grind (or natas spin, probably) a garbage can, and land in a grind 
    on something else.  I use the can by the ten set by the BEND, and use the ten
    set as the second part of the grind.
    
    COPING JUMP: grind the QP on LEVEL TWO that's just above the pool, and hop 
    down to grind the pool coping.
    
    LOW 2 HIGH TRANSFER: Use a QP on LEVEL TWO to air up to LEVEL ONE.  (Or from 
    THREE to TWO.)
    
    CAR HOP: Hop over a car.
    
    FOUNTAIN TOUCHDOWN: Grind the highest ledge of the parking lot (on the street 
    side) toward the FOUNTAIN.  Hop at the end to a grind on the fountain.  (Note:
    transfering any grind to the FOUNTAIN should work.)
    
    FROM BRASS OVER 10: Go down the street toward the BEND, and grind the QP on 
    the far side of the BEND to the right.  Hop over the street when appropriate, 
    then continue the grind onto the handrail.  At the end of the handrail, hop 
    off and clear the 10-set, to land on the sidewalk or street. (All you have to 
    grind is that rail, the rest of it was just directions.)
    
    HIGH BAY WINDOW LIP: Skitch a car toward the BEND, and before the BEND, release
    the skitch (jumping works best)and hit the QP in front of you, to launch into 
    a lip on the highest of the bay windows.
    
    PEACE OUT!: Grind the tip of the fingers of the stature in the FOUNTAIN.
    
    TC'S GRASS GAP: By the fountain, there's a red-brick lined stairset.  Ollie 
    over the grass to the right of it, to land next to the red brick building.
    
    BIG COPING JUMP: On LEVEL ONE, there's a QP right next to LEVEL TWO that lines
    up with the pool down on LEVEL THREE.  Grind that QP and jump to grind the pool 
    coping.
    
    TC'S AWNING: On the beach side of the red building on LEVEL ONE, there's a 
    little kicker/ledge.  Use it to grind the top of the awning.  It may take a 
    try or two to hit the right grind.
    
    FOOTBRIDGE FLYOVER: Air over the bridge-lookin thing from one PARKING LOT QP 
    to another.
    
    UP AND OVER MANUAL!: The bridge-lookin thing over the PARKING LOT. It's got a 
    little rampy-thing you might walk up, were you a pedestrian in a fictional 
    universe.  Manual up it, over it, and down the other side.  The only problem 
    is speed, really, but as long as you can get up it, even if you're going really
    slow over the flat part, once you get to the downhill part, well, it's all 
    downhill from there.
    
    BIG STREET CROSS: Do the BUS STOP HOP to get up to the cafe/balcony area.  Go 
    down toward the BEND and around the BEND and you'll see a lonely little QP. 
    Get that little QP together with the QP on the opposite side of the street.  
    Launch left, but not too left--it's pretty easy to overjump this.
    
    BIGGUN'S RAMP 2 RAMP: This is a goal in story mode.  Use the QP on LEVEL ONE 
    on the beach side/FOUNTAIN SIDE of the red building, air entirely over LEVEL 
    TWO and land on the QP by the pool on LEVEL THREE.
    
    CHECK YOUR PANTS!: Climb to the top of the buildings by the FOUNTAIN, either 
    using the BALCONY CLIMB method (more fun) or the ladder.  Then, from the beach
    side-est building, acid drop into the pool.
    
    PEACE OFF!: Natas spin on the tip of the statue's fingers (the statue in the 
    FOUNTAIN) and then hop off for this gap.
    
    NO @#$%@#$% WAY!!!: [this description comes from my post on the gamefaqs THUG2
    message board's infamous GAP THREAD.]  "ok, on the crane end of the road, 
    there's a bunch of buildings you can climb, using the "balcony climb" stuff or
    by using the ladder (i know which one i use). one of those top balconies kinda
     cuts in and then back out, where the billboard is. grind that, and jump off 
    while the wall is still at the second angle, toward the beach, ok, diagram:
    
    <-street --------------\/---- beach -->
    
    _______/ ------------- \____________ 
    
    --your direction-->
    
    does this diagram make sense? i made a better one but the formatting got all 
    messed up. jump at the "down carrot" between "street" and "beach" before it 
    straightens out again.
    
    with enough speed, you'll launch onto the little handrail that goes down 
    behind a QP, leading to the pool you can empty. try starting down one level 
    below that, use the 'balcony climb' to get to the top, accumulating speed, 
    and then jump. that has gotten it consistantly for me."
     
    
    ----------------------
    ------L6.  New Orleans
    ----------------------
    -------------------------
    L6LO.  Level orientation.
    -------------------------
    
    Alright, in New Orleans, you have five streets, and i'm gonna name them 
    somewhat at hazard.
    
    here's a map:
                         
                        ferry
    		-A-----------
    		|_____|     |
    		|     |     | church
          graveyard -B-----------
    		|     |__|  |
    		|_____|     |
                    C     D     E
    
    (the lines in the middle of the blocks are the little alleys.)
    A = FERRY STREET
    B = NAWLINS STREET
    C = DAUPHINE STREET
    D = BOURBON STREET
    E = CHURCH STREET
    
    FERRY STREET: Has the ferry and the trolley.  
    NAWLINS STREET: Connects the church and the graveyard.
    DAUPHINE STREET: has the parking garage, graveyard, and the green goddess.
    BOURBON STREET: a QP at one end, the ferry at the other.
    CHURCH STREET: has the church, obviously, but also O'Brian's--which is where 
    you can change into the jester after you find him.
    
    
    -----------
    L6A.  Gaps.
    -----------
    
    CHURCH STATUE: In the churchyard, there's a statue of Old J.C. with QPs on 
    either side.  over over the Big Guy.
    
    INTO THE UNDERWORLD: if you've opened the crypts, the intersection of BOURBON 
    and NAWLINS streets will be all exploded and stuff, with a big hole in the 
    middle that you can spine into.  Spine into it.
    
    NAWLINS STREET SPINE: Go into the parking garage (DAUPHINE st.), stand by the 
    car, and ollie.  Once on the roof, head toward NAWLINS street (not up on the 
    helipad, the lower part), and go up the QP and spine transfer.  You will end 
    up on OBrien's roof, with the gap.
    
    GRAVE GATE TRANSFER: In front of the graveyard, air between any two of the 
    QPs there.  
    
    HELIPAD SPINE1: THESE INSTRUCTIONS WILL GET ALL THREE HELIPAD GAPS.  Go into 
    the parking garage (DAUPHINE st.), stand by the car, and ollie.  Once on the 
    roof, go up on the helipad, and hit the only QP up there, and spine.  Hit the 
    QP that'll be right in front of you down there on the street, and spine that 
    baby onto the OBrien roof.  Spine the next QP and you'll end up down in the 
    OBrien's courtyard, with the third gap.
    
    HELIPAD SPINE2: See HELIPAD SPINE1.
    
    HELIPAD SPINE3: See HELIPAD SPINE1. 
    
    POLE POP: Go to the corner of FERRY ST and BOURBON ST.  On the ground, there's
    some faded yellow traffic lines, one of which lines up with the FERRY ST curb.
    Line yourself up with that yellow line and face the direction of the church.  
    You'll see a bunch of posts along the curb (after the fire hydrant.  Ignore 
    the fire hydrant).  Ollie up, and grind the first, and keep holding grind.  If 
    you lined yourself up correctly, you'll bounce off a few of them, and get the 
    gap.  Technically, you only have to hit two, but sometimes the gap doesn't 
    show up until the third.
    
    ALLEY TRANSFER:  This is airing over the alley entrance down by the 
    green goddess.  Launch form the QP on the right side of the GG door, and 
    land on one on the other side of the alley (doesn't matter which--though in
    my experimentation, I did not get both OVER THE ALLEY and VEGASSHOW DOOR.
    I got so sad about that). 
    
    BIG EASY ROOF GAP: Go into the parking garage (DAUPHINE st.), stand by the 
    car, and ollie.  Once on the roof, turn left, and you'll see a vent and a 
    large kicker.  Use the vent or the kicker, or nothing at all, to jump over to 
    the roof of the next building.  
    
    BOO YA'S SIGN: Go to the corner of BOURBON and DAUPHINE STs, and head down the
    right side of BOURBON ST.  You'll see a ramp leading up to the balcony.  Go up
    it, and then grind the rail of the balcony once it's level.  as you go around 
    the corner, you'll hit the BOO YA sign, and get the gap.
    
    CAR HOP: Hop over a car.  This is actually a little tricky on this level, as 
    the only cars on the roads are really tall.  So use the car in the parking 
    garage on DAUPHINE St.  Hop near it to make you and it go up, then, once up 
    there, hop over it.  Be quick, though, cuz it goes down fast.
    
    CRYPT KEEPER: Spine over the huge tomb in the middle of the graveyard.
    
    DUMPSTER DIVE: Down by the green goddess (DAUPHINE ST), there's an alley with 
    a long dumpster in it.  use the kicker ends of it to ollie over it.
    
    GRAVE GATES TRANSFER: Go to the front of the graveyard.  See the three QPs?  
    you have to air from the far right one and land on the far left one.  If you 
    want to, go ahead and try to do it from the street, it's pretty hard. I 
    recommend spining down from the parking garage roof.
    
    GRAVE WALL SPINE: Spine over the grave wall.
    
    GRAVE WALL TRANSFER: this is the same as the GRAVE GATE TRANSFER, onle you do 
    it from the inside of the graveyard.
    
    GRAVEYARD TRANSFER: This is inside the graveyard properly.  There's a bunch of
    gravestones you can knock over, see 'em?  Go down by 'em.  you are now 
    surrounded by a long long QP, which has a break at the entrance.  Air that 
    break by the entrance.
    
    GREEN GODDESS DOOR TRANSFER: Transfer over the green goddess door (it's on 
    DAUPHINE STREET).  I recommend going from left to right, cuz then your landing
    ramp is the larger of the two.
    
    GREEN GODDESS SIGN: Launch off the ramp on the right side of the green goddess
    door, angled left, and hold the grind button, you'll grind the balcony, and 
    very quickly, go around the corner, hitting the sign and getting the gap.
    
    NAWLINS SIGN: Down on BOURBON ST between FERRY and Nawlins, there's an alley 
    that's blocked at this end with a QP.  Hit that QP angled left, and grind the
    balcony up there.  keep the grind around the corner, and you'll hit the sign, 
    and get the gap.
    
    ONTO THE ROOF RAMP: Green goddess roof.  If you go through the GG door, turn 
    around, you'll see the door you came out of.  Above it, there's a raised ramp.
    For this gap, just air up onto it.
    
    OVER THE ROOF RAMP: Green goddess roof.  If you go through the GG door, turn 
    around, you'll see the door you came out of.  Above it, there's a raised ramp.
    For this gap, you gotta air over that raised ramp.
    
    STREETCAR RIDE: Wallride the trolley on FERRY ST.
    
    VEGASSHOW DOOR TRANSFER: The 'VEGASSHOW' they mean is right nextdoor to the 
    green goddess.  Use the handy QPs to air over the door.  I'd go left to right,
    cus the QP on the right is huge, hard to miss.
    
    OVER THE ALLEY TRANSFER: [correction] Go to the roof of the green goddess shop 
    on DAUPHINE ST.  Hit the QP on the far side from the door and air "over the 
    alley" to the next roof over.  [error reported by Phobia -- thanks!!]
     
    DANCE FLOOR SKILLZ: Enter the dance club.  It's very purple, and has entrances
    on CHURCH and NAWLINS streets.  Get out on the dance floor and ollie.  You'll
    fire right out of there, onto the roof, gap in hand.
    
    HUMIDITY DROP: Go to the humidity alley, which goes between DAUPHINE and 
    BOURBON streets.  You'll know it because it has huge banners all over it with
    the word HUMIDITY on them.  There are two spines in the alley, each with a 
    side that is a kicker.  So: come down the alley on the right side, and hit 
    the kicker part of the spine, and acid drop into the second spine.  And no, it
    doesn't matter which direction you're coming from, either way, just stay right.
    
    HUMIDITY LIP: Go to the humidity alley, which goes between DAUPHINE and BOURBON
    streets.  You'll know it because it has huge banners all over it with the word 
    HUMIDITY on them.  There are two spines in the alley; use either one to lip a 
    HUMIDITY banner.
    
    WIRE LIP: Grind the graveyard wall toward FERRY ST.  Just before the end of the
    wall, hop off, because it kinks in a very unuseful fashion.  You will now be 
    lined up in front of a QP on the corner of FERRY and DAUPHINE streets.  Air up
    and lip the wire there.
    
    AIR BOAT SIGN SLAP: Ok, the air boat is not the same thing as the ferry.  The 
    air boat is the one behind the graveyard.  The sign is to your left if you're 
    facing the airboat, with your back to the graveyard.  So go into the graveyard,
     hit the QP on the wall in front of the sign, and sticker slap the sign.
    
    HIP BONE: Go to the front of the graveyard.  In the back left, below the 
    airboat sign, there's an L QP.  Hit the part that's perpendicular to the street
    at an angle toward the street, and hip transfer out into the QP in the little 
    alley back there.  Try it a few times, you'll get it.  I believe in you.
    
    HUGE ALLEY DROP !: Go up on the green goddess roof (on DAUPHINE STREET), go 
    straight under the water tower, and hit the QP on the other side, angled right.
    Launch down into the QP in the alley.
    
    NAWLINS STREET MANUAL: Manual all the way down BOURBON STREET (Not
    NAWLINS STREET--I misnamed the street--thanks to alla y'all who emailed to 
    let me know.)
    
    OBRIEN'S BALCONY MANUAL: OBrien's is down by the start of the level.  Go down 
    CHURCH STREET, past NAWLINS street, and halfway past the building, you'll see 
    an entrance ramp to the upper level of OBrien's.  This is the balcony you have
    to manual.  So, go to the top, by the pool, and manual down, turn right, and 
    all the way down to the street.
    
    SUPER DUPER LIP: Go up to the lower pool at OBrien's (between BOURBON and 
    CHURCH streets), and spine down to BOURBON st.  hit the ramp right across the 
    street and launch to lip the very top of the building.
    
    GAS LAMP: between the trolley tracks and the ferry, there's these purple rails
    on little planters.  Grind one of these purple rails and, at the kink at the 
    end, jump up and grind the top of the lamppost in front of you (there's one or
    two spots where this can't be done, but many more where it can).  
    
    SMOKE BOMB: Go to the green goddess's roof.  Look right to the next rooftop.  
    you can air transfer over there, or just ollie.  Now, see that wooden ramp 
    leading to the top of the chimney?  Go up it, and ollie off the end, and acid 
    drop into the QP inside the graveyard.
    
    
    
    -------------------
    ------L7.  Skatopia
    -------------------
    -------------------------
    L7LO.  Level orientation.
    -------------------------
    
    LOWER AREA: This is where you start.  You have the house, the two teleport 
    shacks, numerous QPs.
    
    BIG SLOPE: From the start of the level, this is on the left.  A straight 
    downhill with QPs on each side.  
    
    SPIRAL (MOUNTAINTOP): Top of the mountain and the spiral path that leads down 
    from it.
    
    GARAGE: A pool about halfway down the mountain.  Right nearby there's a mobile
    home.
    
    L-POOL area: from the start of the level, this is all the way in the back, the
    building, the HPs on each side, and the L-POOL, made of wood, and shaped like
    an L.  It's also called the barn pool, but I find barn vs. garage too 
    confusing.
    
    
    -----------
    L7A.  Gaps.
    -----------
    
    DOWNSTAIRS: The stairs to the house in the LOWER AREA.  Start a combo, get off
    your board, and run down the stairs.
    
    UPSTAIRS: The stairs to the house in the LOWER AREA.  Start a combo, get off
    your board, and run up the stairs.
    
    GREEN SHACK: Grind the top of the roof of the green teleport shack, by the 
    house. 
    
    HOUSE STEP: Grind any of the stairs to the house in the LOWER AREA.
    
    GARBAGE BLAST: between the BIG SLOPE and the L-POOL AREA, there's a big 
    flaming garbage pile.  Ollie off the top of it.
    
    A-FRAME GRIND: Grind the tippy-top of the house in the LOWER AREA.
    
    BARN POOL HIP: This is the L-POOL.  Hip transfer over the inside corner of 
    the L.
    
    BARN RAMP MANUAL: Facing the L-POOL building, with your back to the SPIRAL, 
    this ramp is to your right.  It goes up to the L-POOL's deck.  Manual down it.
    
    END SPINE: Spine transfer out of the L-POOL at the outside corner of the L.  
    
    GARAGEPOOL MANUAL: Manual along the deck of the GARAGE pool.  Doesn't matter 
    which side.
    
    MOBILEHOME DROP: From the start of the level, go behind the mobile home.  Use 
    the ramp to air over the mobile home, and acid drop into the QP on the other 
    side.
    
    MOBILEHOME WALL BOMB: This takes a few tries.  Start on the SPIRAL side of the
    GARAGE pool and skate down to the side of the mobile home.  Wallride the side
    of the mobile home and wallie really far, and acid drop into the wooden 3/4
    bowl that'll be right in front of you.  You'll need a lot of speed, and a 
    perfectly-timed jump.
    
    OVER THE PORCH DROP: From the top of the SPIRAL, spine transfer all the way
    down to the house/LOWER AREA.  Then hit the left-most side of the house's 
    ramps, to air over the porch only.  Do not go over the house at all; you'll 
    see that the ramps before the porch are slightly different than those before
    the house, so stick to those.  They'll be on your left if you're approaching 
    from the correct direction.  You can pull this off without the spine transfer,
    and in fact, without it, it's a little easier to line yourself up correctly.
    Find what works for you.
    
    SHACK 2 SIGN: Use the HUGE SHACK GAP to get the speed, then transfer a grind 
    from the roof of the red shack to the skatopia sign.  (In the LOWER AREA.)
    
    SIDE BOMB: On either side of the L-POOL AREA, there's two HP's, one on the BIG
    SLOPE side, and one on the other side.  Skate down from the one on the other 
    side to hit the kicker ramps to the left of the SPIRAL, then acid drop into 
    the SPIRAL's QP.  Not as hard as it sounds.
    
    SIDEWALL BOMB: On either side of the L-POOL AREA, there's two HP's, one on the
    BIG SLOPE side, and one on the other side.  Go up the QP on the far side from
    the L-POOL and grind the fence behind it toward the LOWER AREA.  At the end,
    wallride/wallie the rock face and acid drop into the SPIRAL.
    
    SIGN SPINE: Spine transfer over the skatopia sign.  Right in front of you as 
    you start the level.
    
    STAIR TRANSFER: Air over the stairs of the house in the LOWER AREA.
    
    BIG SLOPE HIPTRANSFER: Skate down the big slope, and hit the QP on the left,
     at the bottom, and hip transfer into the LOWER AREA.  This'll take a few 
    tries to get it right.
    
    BOWLING MANUAL: Behind the L-POOL building, there's some bowling equipment.  
    Basically manual 3/4 of the way around the building.  There's a little rail 
    back there that will guide you, so you don't really have to turn if you do it
     right--the rail will turn you.
    
    CAR HOP: Hop over a car.  On this level, if I'm not mistaken, there's no cars
    in free skate.  So you can't do it in free skate.
    
    HELLSKULL GAP: On the far side of the GARAGE, there's a little QP--the one you
    can spine into from the GARAGE pool.  Grind that toward the LOWER LEVEL, and 
    at the end, hop left to grind the roof of the mobile home.
    
    HUGE SHACK GAP: Go to the top of the SPIRAL.  On the GARAGE side of that top 
    area, there's a little section of the QP that's painted blue.  Hit that blue 
    part, angled ever so slightly to the right, and spine down.  Then spine again,
     as if you were going in the pool--but you, you're not going into the pool.  
    At the peak of that second spine, hold the grind button and you should grind 
    the roof rail toward the LOWER LEVEL.  At the end of the rail, ollie, and you
     should land, elegantly grinding the roof of the red teleport shack.
    
    OVER THE ROAD GARAGE BOMB: Head up the SPIRAL, and, kinda by the little QP 
    pond, there's a square-shaped funbox.  Use that funbox to ollie over the road 
    and acid drop into the GARAGE pool.
    
    POND X 5: Grind the edge of the pond (by the L-POOL).  Keep it up for 5 times
     around, and the gap will show up.
    
    PORCH MANUAL: Manual UNDER the porch of the house, in the LOWER LEVEL.
    
    CLIFF SPINE: Go to the top of the SPIRAL.  On the GARAGE side of that top area,
    there's a little section of the QP that's painted blue.  Hit that blue part 
    and spine down.  
    
    DROP FROM THE WIRE: Go to the top of the BIG SLOPE.  Grind the highest log 
    toward the LOWER AREA and then hop to a grind on the wire above.  Then hop 
    off, in order to acid drop into the QP in the LOWER AREA.
    
    GARAGE WALL SPINE: Spine over the wall of the GARAGE, from the POOL to the 
    SPIRAL, or vice versa.
    
    INTO THE GARAGE: Get in the GARAGE pool, and spine out, away from the SPIRAL.
    
    MINE SPINE: Go to the top of the SPIRAL.  At the tippy top, there's a 
    shack--on the other side of that shack, there's a mine shaft kinda thing. 
     Aim yourself for that tall, skinny plywood shack, and spine transfer; you 
    should go into that mine shaft thing.
    
    OVER THE HOUSE: Go to the top of the SPIRAL.  Face the direction of the LOWER 
    AREA, and spine down there.  Once there, use your speed to hit the ramps behind
    the house, and ollie over the house.
    
    SIGN TRANSFER: In the LOWER AREA, stand with your back to the house, facing 
    the back of the sign.  Do you see the very obvious air transfer available 
    there?  I hope so, because it's actually kind-of hard to describe.  Air from 
    the back of the sign to either of the QPs on the left or right side of it.
    
    WEIRD TRANSFER: This is pretty weird.  Go to the cement mixer, in the LOWER 
    AREA, by the BIG SLOPE.  In front of the cement mixer is a QP, and behind it 
    is another one.  You need to hit the lower one, at an angle, and hip transfer 
    into the rear one.  It'll take a few tries.
    
    ZIPLINE DROP: Use the zipline halfway up the cliff face, and, at the top, acid
    drop into the top of the SPIRAL.
    
    SHACK COMBO: You have to use both teleport shacks in one combo.  Ollie into 
    the red shack.  Once above the L-POOL, hit a grind or manual to keep your 
    combo, and, when you can, manual down the SPIRAL slope.  Once you get down 
    there, ollie into the green shack.
    
    WATER PIPE GRIND: The water pipe is the rail along one of the levels on the 
    cliff face.  It starts up by the little pond, so start it there.  Make sure 
    you're not on the coping of the SPIRAL QP.  Follow it around to the end for 
    the gap.
    
    MANUAL1.BIG SLOPE 2.CEMENT MIXER 3.FRONTGATE: This is basically a manual from 
    the top of the big slope to the front gate, but you're gonna have to stay 
    right by the edge of the level the whole time (thus the "CEMENT MIXER" part
    of the title).
    
    OUT THE BUS, GRIND 2 TREES, GRIND HOUSE: Like it says.  Ollie into the bus, 
    and hold grind, you'll grind one tree, then another, then hop to a grind on 
    the roof of the house.  The last jump can be hard, but you'll get it.  It's a 
    matter of ollieing at just the right moment.
    
    SIDEWAYS HOUSE LAUNCH: Spine down from the top of the SPIRAL to the LOWER AREA,
    and, quickly, before you lose all that speed you just got, get around to the 
    side of the house and hit the kicker there to launch over the building.
    
    TOP GRIND: Start at the top of the SPIRAL, and grind the coping of the QP to 
    the left of the bus.  Grind grind grind until you're at the bottom of the 
    mountain.
    
    MOUNTAINTOP MANUAL: Start at the top of the SPIRAL.  To the right of the bus, 
    you'll see a thin blue wire on the ground.  Start your manual behind that cord.
    Manual down the SPIRAL to the entrance gate.  It's hard.  That's why you get 
    15000 points for it--it's 15000 points worth of hard.  Tips: Speed, obviously.
    Also: go between the red shack and the house, that shortens it, but hug close 
    to the red shack, as the house's kickers can ruin all your effort.  Lastly, 
    start focussing after you get past the red shack.  I know you can do it.
    
    HUGE ELECTRIC WIRE: Start at the top of the SPIRAL.  Between the bus and the 
    blue cord, there's a little kicker.  Use that to grind the wire above.  Grind 
    that wire all over the level, down past the sign in the LOWER AREA.  If you 
    use a special grind, you can keep your focus almost the whole way.  I recommend
    starting the focus at or around the L-POOL, that way you can keep it till the
    very end.
    
    
    
    
    ---------------------
    ------L8.  Pro Skater
    ---------------------
    -------------------------
    L8LO.  Level orientation.
    -------------------------
    
    Ok, you have three very distinct areas of this level; I'll call them SPACE, 
    TEMPLE, and HELL.  If you don't know which is which, go to the last one.  
    Each of these gaps will start with which of those three it's in.
    
    SPACE AREAS: 
    MAIN FLOOR: The main floor.  Has a big spaceship launching pad in the middle.
    2ND TIER: The walkway that goes around the MAIN FLOOR.  A rail on one side, a 
        ledge on the other.  Also has some floating wires available, for your 
        grinding pleasure.
    HOLODECK: The top level of SPACE.  An elevator, a walkway, then a long, 
        skinny pool, then another walkway, then an area with a bunch of QPs.
    BASEMENT: Below the MAIN FLOOR.  Get to it from most of the 2nd tier doors, 
        or via holes in the ground at either end of the MAIN FLOOR.  Once you 
        unlock it, the entrance to HELL is down here.
     
    TEMPLE AREAS: 
    OUTSIDE: Outside.  Has: portal, QPs, ramp leading to the raised area, where 
        there's more QPs.
    INSIDE: Inside.  Two big columns, QPs all over, things to grind as well.  If 
        you unlocked it, there's also a big hole in the middle of the floor, 
        leading to the BOTTOM.
    MONKEY LEVEL: At the far end of the INSIDE, there's a monkey statue.  Learn 
        to love him.  He is your god now.  The MONKEY LEVEL, though, is the second
        level up there, with some QPs, kickers, and fountains.
    TOP: If you enter the door in the BOTTOM, you'll go to the TOP.  Two ledges 
        with kickers facing each other.  Super-powered kickers.
    BOTTOM: A pool, some ledges.  To open it, talk to the locals.
     
    HELL AREAS: 
    HIGH: The area you start out on.  Some QPs, ledges, and a huge pit in the 
        middle.
    LOW: Below the area you start on.  Same stuff, different setup.
    HALL: Some rails, benches, ledges.  Oh, and the Prince of Darkness.  You gotta
        unlock this area, so, to do that, talk to the locals.
     
    -----------
    L8A.  Gaps.
    -----------
    
    LEDGE HOP: [space] In the basement, there's ledges along the walls.  Grind one
    of 'em, then hop the gap and grind the rest of it.  Doesn't matter which side.
    
    RAIL HOP: [space] A lot of places to do this, but here's one: Go straight from
    the start, veering left after the landing pad.  Hit the QP against the wall 
    and grind the orange rail above.  When the wall bulges out, there's a teeny 
    gap in the orange rail.  Don't even ollie it, just hold the grind button.
    
    WIRE HOP: [space] Grind either the red of blue floating rails, and, at the 
    end, hop the gap to grind another wire (doesn't have to be the same color).
    
    SPINE THE LANDING PAD: [space] Just like it sounds.  Spine transfer over the 
    huge landing pad in the middle of the MAIN FLOOR.
    
    CRANELESS: [space] I'm not sure exactly what triggers this.  Grind the floating
    wires for a while, hopping among them, and you'll get it.
    
    HOLO BAY: [space] On the HOLODECK floor, skate down one of the walkways and 
    ollie OVER the long skinny pool.
    
    LEDGE 2 RAIL: [space] On the 2ND TIER, there's a ledge against the wall.  
    Grind that, and hop to grind the orange rail.
    
    PORTAL HOP: [temple] Grind the QPs OUTSIDE, hopping over the gap where the 
    portal to SPACE is.
    
    RAIL 2 LEDGE: [space] See LEDGE 2 RAIL and reverse it.
    
    TEMPLE WALL TRANSFER: [temple] OUTSIDE.  Veer slightly left from the start, 
    and spine over the wall to the upper area.
    
    CABLE PLANT: [space] Grind any of the floating rails around the corner that's 
    behind you and to your left when you start the level.
    
    CLEAR THE ENTRANCE: [temple] Go INSIDE and turn left.  Grind the top of the 
    QP toward the entrance, and hop the entrance gap, landing in a grind on the 
    other side.  It seems as though if you ollie off the very end of the ledge, 
    you will wallride on the other side, instead of grind, so ollie just before 
    the end of the ledge.
    
    CLEAR THE FIGHTER: [space] In the MAIN FLOOR, there's three entrances to 
    these little rooms with what I suppose must be fighter jets.  Air over any 
    of these doors.
    
    STAR TRANSFER: [space] In the QP area of the HOLODECK, transfer from the QPs 
    on the walkway to the ones below.
    
    HOP THE HELL BEAMS: [hell] On the TOP of hell, hit a QP and grind the ledge 
    above.  There's another one right next to it--hop to that one.  
    
    HIGH LIP: [space] In the MAIN FLOOR, there's three entrances to these little 
    rooms with what I suppose must be fighter jets.  In the back of each of these,
     there's a QP.  Air off the QP and lip the ledge above.
    
    RAMP TRANSFER: [temple] OUTSIDE.  There's a ramp leading to the upper area.  
    Spine over that ramp.
    
    RUBBLE JUMP: [temple] Easiest to do before you open the hole in the floor.  
    If you are standing in the middle of the floor, back to the door, facing the 
    statue, you'll see a ledge that goes around behind the statue.  On the left 
    side, on that ledge, there's a pile of rubble.  Hit that pile and use it to 
    launch up to the ledge above.
    
    SPINAL COLUMNS: [temple] INSIDE.  Two big columns with holes in the middle 
    kinda high up.  Spine transfer through it--basically, spine transfer THROUGH
    the column.
    
    GO TO HELL: [hell] When you first arrive, skate straight ahead, and spine 
    transfer on the ramp right in front of you.
    
    DOUBLE MONKEY: [temple] Go INSIDE and veer left.  Grind the far QP toward the
    statue, hopping to grind the QP in front of the statue, then ollie to grind 
    the next QP.  A very easy gap--don't try to grind the QP RIGHT in front of 
    the statue, just use the one right in your path.
    
    TRIPLE RAIL SKIP: [space] Grind the orange rail on the 2ND TIER, and when it 
    has a couple of gaps in it, right in a row, hop them.
    
    SPACE LEAP: [space] Grind the orange rail on the 2ND TIER toward the portal.
    Hop the portal gap.  The rail kinks up at the end, so use that to help you 
    across.  Pretty easy, really.
    
    TEMPLE PLATFORMS: [temple] The MONKEY LEVEL platforms are the ones you want.
    There are two kickers on them, that face each other.  Ollie the gap between 
    them.  Sometimes this doesn't register, but my experiments are relatively 
    conclusive, and here's my theory: you need to be in the air before you cross
    the edge of the first platform, so start your ollie just before the edge.  
    
    HOP THE POOLS: [temple] MONKEY LEVEL.  Behind the statue are two fountains.  
    Grind one, then hop and grind the other.
    
    CLEAR THE MONKEY: [temple] This is the same as DOUBLE MONKEY, but you need 
    to ollie OVER the middle QP.  Pretty easy also.
    
    CABLE MAN: [space] THIS NEEDS TO BE DONE BEFORE YOU OPEN THE PORTAL TO THE 
    TEMPLE.  Before you open the temple portal, there's a small QP in front of 
    the hole that's in front of the portal.  Use that QP to grind or lip the 
    floating wires above.
    
    CUTTING EDGE: [temple] Lip the sword that the statue is holding.
    
    MONKEY TRANSFER: [temple] MONKEY LEVEL.  There's two QPs up there, flanking 
    the statue.  Air from one of them down to the QP that's on the ground level 
    in front of the statue.
    
    SPINE DROP: [space] Go up to the HOLODECK pool, and spine transfer out of 
    it, so you land on the side of the landing pad far below.
    
    SNAKE ACID LIP: [temple] Get to the TOP of the temple by entering the door 
    at the BOTTOM.  at the end of the platform, acid drop straight down into the
    pool at the BOTTOM.  Then air right back up and lip the platform on the other
    side.
    
    -----------------------
    ------L9.  The Triangle
    -----------------------
    -------------------------
    L9LO.  Level orientation.
    -------------------------
    SKATEPARK: The area you start in, with all the wooden QPs, and rock ones too.
    
    AIRCRAFT: What, you got a couple of 'copters, a bunch of plane parts.  
    
    WALKWAYS: Two walkways, one on the mountain side, another on the shore side.
    Let's call the area between the two the canyon.  You'll see why later.  If 
    you don't already.
    
    HELIPAD: In the middle of the WALKWAYS, there's two raised bowls.
    
    BOAT: It's the pirate ship from THPS3!  Between the SKATEPARK and the WALKWAYS.
    
    INSIDE: Grind the missile on the side of the only 'copter that still has 
    missiles.  That opens up the INSIDE.
    
    -----------
    L9A.  Gaps.
    -----------
    
    KICK 2 BLADE: By the 'copters, there's a kicker that you can use to grind 
    one of the 'copter blades.  Use it, and grind it.
    
    LEDGE 2 LOG!: Between the BOAT and the SKATEPARK, there's an entrance to the 
    inside.  To the right of the entrance, there's a rock QP.  Grind that QP, and
     at the end, drop into a grind on the log.  (Don't ollie or you'll miss it, 
    just drop onto it.)  See WINGIN' IT.  
    
    LIFEBOAT GAP: The lifeboat is just the back half of a boat sticking out of 
    the ground.  Grind it toward the WALKWAYS and hop to a grind on the QP.  See
     WINGIN' IT.  
    
    LOG 2 LEDGE: Grind the log beneath the QP in the BOAT-end of the SKATEPARK, 
    then hop to grind the rock QP.  See WINGIN' IT.  
    
    WEE CHANNEL GAP: In the HELIPAD bowls, there's a little channel.  Air over it.
    
    BLADE 2 LEDGE: Grind the blade of the helicopter closest to the SKATEPARK, 
    and hop to grind the rock QP closest to the shore.
    
    CROSSING YOUR ROCK FINGERS: From the starting point, grind the QP on your 
    left.  At the end, hop to grind the rock QP.
     
    HIGH TO LOW: Where the mountain-side WALKWAY meets the HELIPAD, there's two 
    QPs, one up high, another on the ground.  You know what to do.
    
    INTO THE CORE!: INSIDE.  Grind the low ledge in the middle of the floor, 
    until it kinks up, then launch up to grind the wire thing above.
    
    LEDGE 2 BLADE: Grind the rock QP in the SKATEPARK closest to the AIRCRAFT 
    and the shore.  At the end, you'll be lined right up to grind the blade of 
    a copter.
    
    MAN OVERBOARD!: Get into the pool in the back of the BOAT.  Then spine 
    transfer out, into the QP by the WALKWAY.
    
    MINI HIP!: From the starting point, climb on top of the QP on your left.  
    There's a tiny little HP on top of it. Hip transfer off that onto the main QP.
    
    WALL CROSSING: On the shore-side WALKWAY, grind one edge, then hop to grind 
    the other.
    
    WING 2 ROCK HOP!: See WINGIN' IT.  
    
    WINGIN' IT!: THE FOLLOWING DESCRIPTION WILL GET THESE 3 GAPS: LEDGE 2 LOG!,
    LOG 2 LEDGE, LIFEBOAT GAP, WING 2 ROCK HOP!, AND WINGIN' IT.  Between the 
    BOAT and the SKATEPARK, there's an entrance to the INSIDE.  To the right of
    the entrance, there's a rock QP.  Grind that QP, and at the end, drop into a
    grind on the log.  (Don't ollie or you'll miss it, just drop onto it.)  At 
    the end of the log, hop to a grind on the ledge that follows.  At the end of
     that, hop to a grind on the wing, at the end of the wing, hop to a grind on
    the rock ledge.  At the end of the rock ledge, hop to a grind on the lifeboat.
    Then take a nap.  You're probably tired.
    
    CANYON JUMP: Please see the description of the WALKWAYS to discover what the
    canyon is.  Here's what you do.  Grind the QP at the base of the mountain-side
    walkway (the darker of the two walkways) toward the HELIPAD.  The grind is 
    going to take a 90 degree turn--right where the walkway meets the HELIPAD 
    bowls--just after that turn, hop to grind the QP at the base of the OTHER (the 
    tan-colored) walkway.
    
    AROUND THE CORE!: Follow the INTO THE CORE! description, then simply continue
     the grind.
    
    LOW TO HIGH: Where the mountain-side WALKWAY meets the HELIPAD, there's two 
    QPs, one up high, another on the ground.  You know what to do.
    
    PIRATE SHIP LIP: In the bottom level of the BOAT, there's QPs, each with a 
    mast--lip the mast.
    
    WIDE CHIN GAP: Air from any of the wooden QPs to the rock QPs.
    
    POWER TAP: First, grind two of the three triangle things that rise out of the
    ground when you grind them (in the SKATEPARK and AIRCRAFT areas).  They will
    have connected with a bright electic beam.  Hop up (using the triangle bases)
     to grind that beam.
    
    MOTHER SHIP LIP: Start in the lower of the two HELIPAD bowls.  Spine transfer
     out, which is to say down, right in the middle.  Come up on the other side 
    and lip the ship.  
    
    ---------------
    CLASSIC LEVELS.
    ---------------
    -----------------
    ------C1.  School
    -----------------
    -------------------------
    C1LO.  Level orientation.
    -------------------------
    Four basic areas: PLANTER, ROOF, PLAYGROUND, POOLS.
    
    PLANTER: By this I mean the area you start in.  There's a lot of planters. 
    There's also the GYM, but there's no gaps in the GYM, so we'll leave that 
    alone.
    
    ROOF: The roof of the gym, and also the smaller roof with the QP and the 
    kicker.  The alley behind the GYM will be considered part of this area.
    
    PLAYGROUND: Has a big ditch in the middle, and a bunck of other skatables.
    
    POOLS: Where the pools are.
    
    There are paths from each area to each other area, I'll refer to them as 
    PLAYGROUND to POOLS path, for example.
    
    -----------
    C1A.  Gaps.
    -----------
    
    GARBAGE OLLIE: Heading from the POOLS side of the PLANTER AREA into the back 
    alley, you'll see a group of dumpsters.  Ignore them.  You'll see a second 
    group of dumpsters.  Grind them, every single one of them.  
    
    GIMME GAP: From the start, grind the left side of the awning thing you're on. 
    At the end, fall to a grind on a planter.
    
    KICKER GAP: Go down the ramp between the PLANTER AREA and the PLAYGROUND, and
    at the bottom, you'll see two kickers facing each other.  Air over that gap.
    
    PLANTER GAP: In the PLANTER AREA.  Grind one planter and then grind another.
    
    STRANGE TRANSFER: Heading from the POOLS side of the PLANTER AREA into the 
    back alley, you'll see a group of dumpsters.  Ignore them.  Right before you
    get to them, there's a QP on the right.  Air off it toward the planters, and
    land in a grind on the ledge of the nearest planter.
    
    BRICK TO METAL: On the path from PLANTERS to PLAYGROUND, grind the ledge on 
    the left, then hop to the rail on the right.  Don't go too fast, of you'll 
    miss it.  Start from a standstill.
    
    PLANTER TO BENCH: In the PLANTERS AREA, grind a planter then hop to grind the
    picnic table.
    
    SMALL TRANSFER: In the PLAYGROUND, on the side closest to the POOLS, there's 
    a long windey QP, then at the end of it, there's a gap, then another QP.  
    Air that gap.
    
    DITCH SLAP: Ollie over the ditch.
    
    DUMPSTER GAP: Heading from the POOLS side of the PLANTER AREA into the back
    alley, you'll see a group of dumpsters.  Grind the rail leaning on them, 
    then ollie off the end, and land in a grind on the other side.
    
    FUNBOX TO RAIL TRANSFER: The funbox you want is in the PLAYGROUND, on the 
    POOL end of the wall.  The rail you want is the coping of the QP.  It can 
    be tricky to hit.
    
    FUNBOX TO TABLE TRANSFER: The funbox you want is in the PLAYGROUND, on the 
    POOL end of the wall.  The table is right next to it.
    
    MINI GAP: On the ROOF.  Grind the top of the QP on the edge, and eventually,
    you'll come to a little gap with a perpendicular rail in the middle.  Hop 
    the gap, landing on the QP on the other side.
    
    AIR BRIDGE: The bridge you want is either of the ones that goes over the 
    ditch in the PLAYGROUND.  Use the ramp part of it to air over the rest of it.
    
    RAIL 2 RAIL: Between the two POOLS, there's two rails.  Start on the one
    closest to the PLAYGROUND, then hop to the other one.
    
    MANUAL THE BRIDGE: Manual over either of the bridges over the ditch.
    
    QP 2 METAL: In the PLAYGROUND, against the back wall, there's a little 
    building that sticks out with a metal rail on either side.  Use either of 
    the QPs at the ends to air into a grind on one of those metal rails.
    
    RIDE THE CORNER: Go down the alley until you come to a corner with a curved
    wall (instead of a sharp 90 corner).  Wallride it.
    
    TRIANGLE 2 TRIANGLE: The triangles are the triangle shaped rails.  There's 
    two in the PLAYGROUND you can use: one that runs parallel to the wall, start
    from that one, and hop right at the end to grind the curvey one.
    
    HANDICAP RAIL: This is the handrail on the path from the PLANTERS to the 
    PLAYGROUND.  Grind it.
    
    PARK GAP: Same as SMALL TRANSFER, but on the other side.  In the PLAYGROUND,
    on the side closer to the GYM, there's a QP that goes around a corner, then
    a gap, then another QP.  Air the gap between them.
    
    PLAYGROUND RAIL: In the PLAYGROUND, there's a wall right in the middle.  
    Grind the top of the wall--the whole thing.  Use the funbox on the PLANTERS
    end of the wall.
    
    ROOF BOMB: Spine transfer off the ROOF into the alley.
    
    AIR CONDITIONER HIP: Hip transfer on the huge air conditioner on the ROOF.
    Start on the side opposite the PLANTER AREA.
    
    M TO THE AIR: Manual on top of the huge air conditioner on the ROOF.
    
    OVER THE AIR CONDITIONER: One side of the huge air conditioner on the ROOF 
    is a BIG kicker.  Use it to air over the air conditioner.  (Using an acid 
    drop at the end can help.)
    
    RAIL TO RAIL TRANSFER: Go down the path between the GYM and the PLAYGROUND 
    (the handicap slope).  Turn left at the bottom, and when you get to the 
    picnic table, grind the ledge next to it.  At the end of the ledge is the
    ditch.  Hop over the ditch and grind the ledge on the other side.
    
    ROOF 2 AWNING: Get on top of the huge airconditioner on the ROOF.  Grind the
     left side of it (when facing the PLAYGROUND), keep the grind on the 2x4, 
    then onto the awning edge.
    
    FLAT ROOF DROP: Between the POOLS and the PLAYGROUND, there's a large flat 
    roof.  Get up on it and acid drop into the QP on the path between those 
    areas.
    
    LIP THE KICKER EDGE: In the PLANTER area, on the PLAYGROUND end of it, 
    there's a small roof with a QP and a kicker.  Air off the QP at ground 
    level, and lip the edge of the kicker.
    
    HALL PASS: Go down the path between the PLANTERS and the POOL.  About halfway 
    down, you'll see a little rail on your left.  Grind it, then, at the end, hop 
    to grind the ledge down below.  Set a restart.  It can be tricky to catch.  
    Tips: don't go full speed, and don't wait till the very end to hop.
    
    HUGE RAIL: The path from the PLAYGROUND to the POOLS.  There's a QP on either 
    side.  Grind the one on your left.  The whole way.
    
    MANUAL THE HANDICAP SLOPE: This is the slope between the PLANTERS and the 
    POOL.  Don't use the steps!
    
    OVER A FOOTBRIDGE: Go down into a ditch.  Use one of the funbox/kickers down
    there to air over one of the bridges.
    
    QP 2 POOL EDGE: Grind the QP on the left on the path from PLAYGROUND to 
    POOLS.  At the end, hop to a grind on the pool coping.
    
    SWIM TEAM GAP: POOL AREA.  Climb up to the highest diving board, and acid 
    drop down.  This will give you enough speed to air from that pool into the 
    other pool.  You can't spine transfer, just press up as you come out of the 
    pool.
    
    HUGE LEDGE 2 HIGH RAIL: Going down the path from PLANTERS to POOLS, grind 
    the left ledge, then, when appropriate, hop to grind the HALL PASS rail.
    
    T 2 DITCH: Go down the path from the PLANTERS to the PLAYGROUND.  Air over 
    the kickers, and just past them, you'll see a triangle rail.  Use that rail
    to air into the ditch.  Use a QP to get some speed, and aim for the left 
    side of the funbox.
    
    T LAUNCH 2 T: Go down the path from the PLANTERS to the PLAYGROUND.  Air over
    the kickers, and just past them, you'll see a triangle rail.  Use that rail 
    to air into a grind on the nearest triangle rail (it's the one that runs 
    parallel to the wall).
    
    WALLRIDE OVER BUTTERFINGER!: POOL AREA.  Wallride over the vending machine.
    
    BIG KICK 2 METAL!: In the PLAYGROUND, against the back wall, there's a little
    building that sticks out with a metal rail on either side.  Use the funbox 
    in front of it to air into a grind on the metal rail.  It's not a hard jump, 
    but it still registers if you first grind the ledge up there then hop to the 
    metal rail.
    
    LIP DIVER: POOLS.  Lip any of the diving boards.
    
    2 BRICK!: PLAYGROUND.  There's a big wall hanging out in the middle of the 
    area.  Use the triangle rail between the wall and the ditch (the one you 
    use to start the triangle to triangle gap) to launch to the top of the 
    wall.  And grind it.  
    
    MANUAL THE BIG SLOPE: Manual the path from the PLANTERS to the POOLS.
    
    LONG ASS RAIL: On the path from the PLANTERS to the POOLS, grind the ledge on
    the right.  Make sure you grind every inch of it.
    
    SICK HIP TRANSFER: This is a hip transfer from the roof (in front of the air
    conditioner) to the QP at ground level in front of the smaller roof.  Go up 
    the ramp closest to the PLAYGROUND path, and start from that direction.  It 
    will take a few tries to get a feel for where you need to launch from.
    
    DROP THE GIANT BOMB: Go down the path from the PLANTERS to the POOLS, and, 
    when you're in the POOLS area, grind the ledge on your right, all the way to
    the end.  At the end, there's a QP.  Hop right off the ledge, and acid drop 
    into that QP.
    
    -----------------------
    ------C2.  PHILADELPHIA
    -----------------------
    -------------------------
    C2LO.  Level orientation.
    -------------------------
    Three major areas: FLATLANDS, FOUNTAIN, and SKATEPARK.
    
    FLATLANDS: Where you start the level.  Straight ahead of you, and to your 
    right, are two long flat spaces; each ends in a stairset.  
    
    FOUNTAIN: Down the long steps from the FLATGROUNDS is a FOUNTAIN.  Directly 
    to your right as you start the level is the FOUNTAIN BUILDING--so named 
    because it is on the second level of that building that you drain the 
    FOUNTAIN.  The FOUNTAIN area also includes the building with the awning, 
    and the building with the 'balcony'.  The building with the 'balcony' will 
    be called the SKATEPARK BUILDING, because that's where you start the grind 
    to open the SKATEPARK.
    
    SKATEPARK: The back corner of the level.  Looks like a skatepark.  Lotsa 
    cement bowls, QPs, funboxes.  Outside those walls, there's a straight up 
    HP--let's say it's on the SOUTH side of the SKATEPARK; thus the opposite 
    side is the NORTH side.  There are rails on both the SOUTH and NORTH sides.
    
    -----------
    C2A.  Gaps.
    -----------
    
    EASY POST HOP: THE FOLLOWING DESCRIPTION WILL AWARD TWO GAPS: EASY POST HOP 
    AND POST HOP.  Go straight from the start, until you go down the stairs, 
    then take a left.  There's another set of stairs--and on the left side, 
    there's a low planter.  Grind the low planter toward the awning building, 
    and at the end, ollie.
    
    POST HOP: See EASY POST HOP.
    
    STATUE HOP: The 'statue' in question are the two cement humps in front of 
    the AWNING BUILDING.  Use one to air over the other.
    
    TRACK SMACK: Grind any rail on the NORTH side of the SKATEPARK, and hop 
    (or drop) to grind any other rail.  So long as it's yellow.
    
    BOOB TO BOX: In the SKATEPARK, on the NORTH side, there's a single, lonely 
    hump that might (if you're really drunk) be confused for a boob.  Ollie off 
    that and land on the nearest funbox.
    
    BENCH GAP: From the start of the level, grind the planter on your left.  
    Just hold the grind button and you'll get this gap.
    
    CAR HOP: Hop over a car.
    
    FUNBOX WHEELIE: Manual over the funbox on the FLATLANDS.
    
    HOBO GRIND: Grind the entirety of the longest yellow rail on the NORTH side 
    of the SKATEPARK.
    
    PHILLYSIDE BIG BOWL LIP: Ollie into the SKATEPARK using the wooden kicker in
    the middle of the outside wall.  In there, turn to your left, and lip any 
    part of that bowl.
    
    PHILLYSIDE HOP: Ollie into the SKATEPARK using the wooden kicker in the 
    middle of the outside wall.  
    
    PHILLYSIDE HP LIP: Lip the HP on the SOUTH side of the SKATEPARK.
    
    PHILLYSIDE MID BOWL LIP: Ollie into the SKATEPARK using the wooden kicker in 
    the middle of the outside wall.  In there, turn to your right, and lip any 
    part of that bowl.
    
    PHILLYSIDE NEW BOWL LIP: Ollie into the SKATEPARK using the wooden kicker in 
    the middle of the outside wall.  In there, go straight on through to the far
    side, and lip any part of that bowl.
    
    PILLAR HOP: Ollie into the SKATEPARK using the wooden kicker in the middle 
    of the outside wall.  In there, go straight and, after the third pillar 
    on the right, there's a spot you can grind between two pillars--grind, 
    then hop and grind on the other side of the pillar.
    
    PLANTER TRANSFER: From the start of the level, turn right and head down 
    toward the FOUNTAIN BUILDING.  On the right side of the path, there's a 
    planter with benches--grind the far side of that planter (where there 
    are no benches) toward the FOUNTAIN BUILDING.  At the end of the planter, 
    hop to grind the next planter.
    
    RAILING TO PLANTER: On the balcony of the FOUNTAIN BUILDING, there's a 
    railing. Grind that railing away from the street, and if you're going 
    the right speed, you'll land in a grind on the planter down on ground 
    level.  What's the right speed, you ask?  Medium.
    
    STAIRSET: Ollie down the stairs in front of the FOUNTAIN BUILDING.
    
    THPS SIGN: Ollie over the THPS sign that stands between the FLATLANDS and 
    the FOUNTAIN.  There's a kicker right in front of it that helps.
    
    UP THE SMALL STEP SET: Stand in front of the SKATEPARK BUILDING, with your 
    back to it.  Ollie up either of the stairsets there.
    
    WORLD'S MOST OBVIOUS GAP: From the start of the level, turn right and head
    for the two kickers that are facing each other.  Ollie off one, and land on
    the other.  
    
    JUST VISITING: From the start of the level, grind the ledge of the planter
    on your right.  Take the grind to the end, and, at the very end, the 
    planter takes a very quick turn to the right.  Follow that bend, then ollie
    right, to land in a grind on the planter on the other side of the 
    small 4 set.
    
    PLANTER DOUBLE PILLAR GAP: Head to the end of the street, not where the 
    SKATEPARK is, the other side.  There's two planters with two posts between 
    them.  Grind the planters and hop the posts.
    
    SHORT STAIR: Grind the entire edge of the smallest (highest) stair right by 
    the FOUNTAIN.
    
    FUNBOX TRANSFER: SKATEPARK, NORTH side.  Ollie off the larger funbox to a 
    grind on the yellow rail. The larger one is the one you used for BOOB TO BOX.
    
    LONG STAIR: Grind the entire edge of the longest (lowest) stair right by the 
    FOUNTAIN.
    
    MEDIUM STAIR: Grind the entire edge of the middle stair right by the FOUNTAIN.
    
    PHILLY HP TRANSFER: SKATEPARK.  Spine transfer from the HP into the SKATEPARK 
    proper.
    
    TELEPHONE CO. GAP: Get on the ROOF of the FOUNTAIN BUILDING (climb up from the 
    balcony).  Go toward where the road turns, and face the FLATLANDS.  Get right 
    in the middle of that part of the roof, angled slightly left, and skate off 
    the edge, and (hopefully) you'll land in a grind on the telephone wire below.
    
    AWNING GRIND: The AWNING BUILDING in the FOUNTAIN AREA.  There's two cement 
    humps in front of it--use one to launch into a grind on the awning edge.  Do 
    it every time with a bluntslide for old school props.
    
    CHILLIN ON THE BALCONY: Right in front of the FOUNTAIN BUILDING there's a 
    planter, with a slightly sloped edge.  Use that edge to launch onto the 
    balcony.
    
    CONCRETE TRANSFER: SKATEPARK.  Enter via the PHILLYSIDE HOP, and turn left.  
    You'll be looking at the BIG BOWL, which has a concrete part that comes down 
    and becomes a funbox-type thing.  Transfer over that.
    
    DEATH FROM ABOVE: Get up on the roof of the FOUNTAIN BUILDING and grind the 
    back edge of it, toward the end of the road (away from where the road turns), 
    at the end, you'll grind on a wire.  Grind the wire down toward the FOUNTAIN.  
    Jump down to grind the pipes IN the FOUNTAIN.  As DC says in his THPS2 guide, 
    "It's all about timing."  One thing, though--when you ollie, don't press any 
    direction. 
    
    FLATLAND TECHIN': Start down by the SKATEPARK BUILDING.  Ollie up the small 
    step set in front of it, onto the FLATLANDS.  Manual manual manual, until 
    you get to the top of the FOUNTAIN BUILDING's ten set.  One thing about that,
    though--keep left.  Keep left of all the funboxes, otherwise the gap won't 
    register.
    
    FLY BY WIRE: Grind the entire wire that goes from the roof of the FOUNTAIN 
    BUILDING to the PLANTER by the JUST VISITING gap.
    
    GRIND UP DEM STAIRS: In front of the FOUNTAIN BUILDING, there's a ten 
    set, with two rails in the middle of it--but only one of the two goes 
    all the way up them.  Grind the one that DOESN'T go all the way, and ollie
    off the end up to the top of the stairs.
    
    LITTLE CORNER GRIND: Behind the FOUNTAIN BUILDING, the street turns.  On the 
    outside wall, there's a rail--grind it.
    
    MANUAL STIMULATION: SKATEPARK.  Part of the main part is a bunch of boobs.  
    Manual across them, roughly in the middle.
    
    PILLAR FIGHT: SKATEPARK.  A couple of the pillars can act as QPs--use one, 
    and get a bunch of air.  Just air straight up.
    
    THPS FOUNTAIN GAP: Jump from the FLATLANDS (by the THPS sign) into the 
    FOUNTAIN.
    
    TRAIN HARD: SKATEPARK.  Go in via PHILLYSIDE HOP and go straight.  Start your 
    grind on the right-hand QP immediately after the last pillar.  Take the grind 
    all the way.
    
    FOUNTAIN PING: On the AWNING BUILDING-side of the FOUNTAIN, there's a kicker.  
    Use it to launch into a grind on the golden center of the FOUNTAIN.
    
    WORLD'S SECOND MOST OBVIOUS GAP: FLATLANDS.  Find the two kickers that are 
    facing each other.  Use one to launch OVER the second kicker onto the handrail
    down the stairs.
    
    COOL QP TRANSFER: Go into the SKATEPARK via the PHILLYSIDE HOP.  Go straight
    on through to the far side, that's the new bowl.  On the far right side of 
    the far left section, you're gonna hip or spine transfer into the middle 
    section.
    
    GRIND OF FAITH: Grind the pipes inside the FOUNTAIN, then hop over the gold 
    middle part and grind the pipes on the other side.
    
    MANUAL MID STAIR LEDGE: Manual the middle stair between the FOUNTAIN and the 
    FLATLANDS.
    
    AIR THE FUNBOX: FLATLANDS.  Use the sloped edge of the funbox to ollie over 
    the rest of it.
    
    FLATLAND TECHIN' TO THE STREET: Start with your back to the SKATEPARK 
    BUILDING.  Ollie up the little 4 set and manual straight straight straight,
    until you get to the street, and get the gap.
    
    LEDGE 2 HANDRAIL: From the start of the level, grind the planter on your
    right.  Get a lot of speed, and you'll definitely want to fill your 
    special meter.  Just before the ledge turns at the very end, ollie and
    grind the handrail on the balcony of the SKATEPARK BUILDING.
    
    BEHIND THE PILLAR: SKATEPARK.  MID BOWL--that's the one on the right.  
    There's a spot where you can spine transfer behind a pillar, from one
    bowl to another.
    
    STICKER SLAP THE THPS SIGN: Just like it says.  There's a kicker there that 
    helps.
    
    MANUAL BIG STAIR LEDGE: Manual the entire stair.  Right by the FOUNTAIN.
    
    ROCKIN' THE STAIRS: Manual UP all the stairs by the FOUNTAIN.  If you'll 
    notice, these large steps have little steps cut into them next to the
    planters.  Keep close to those planters--you're gonna want to try to
    ollie over those little stairs as you go up.
    
    MANUAL SMALL STAIR LEDGE: Manual the ledge right in front of the THPS sign.
    
    -----------------------
    ------C3.  Downhill Jam
    -----------------------
    -------------------------
    C3LO.  Level orientation.
    -------------------------
    
    ALL DIRECTIONS ON THIS LEVEL WILL ASSUME THAT YOU ARE FACING THE END OF THE 
    LEVEL, WITH YOUR BACK TO THE START.
    
    START: The level starts w/ a rollin, then there's a QP on the left, and a 
    kicker ledge w/ two rails.
    
    1ST WG: The first water gap.
    
    ROCK TUBE: Immediately after the 1ST WG, there's a rock outcropping that you 
    can go under.  On top there's a rail and a kicker.
    
    UPPER AREA: If you go up the right side of the HP and hold up, you can access 
    the UPPER AREA.  That's the FIRST PART.  Grind the rail on the far end to get 
    to the SECOND PART.  Air off the QP to get to the THIRD PART.  Walk (I 
    recommend walking, but you can skate) over the rock to get to the rest.  
    There's no gaps after that, but there is more.
    
    HP: The long downhill HP.
    
    2ND WG: Second water gap.  Has a billboard.
    
    PILLAR/TUNNEL: There's a big pillar with a billboard on it, and if you ride 
    down the other side, you'll go into a tunnel with a superkicker (a kicker 
    that propels you forward).  If you avoid that whole deal, there's rails on 
    either side, and then a couple of ledges.
    
    GAP: The two kicker humps with the vent in the middle.  QPs on the walls here.
    
    END/LEDGES: If you hit the right QP, you can air up to a rail high up on the 
    right.  There's one ledge there.  If you keep left, you'll go down a slope 
    with a kicker hump at the end.  If you keep right, you'll be on a ledge with 
    a couple of rails and a couple of kickers.
    
    
    -----------
    C3A.  Gaps.
    -----------
    25FT: Go down the pillar/tunnel and launch out.
    
    MANUAL THROUGH THE HP!: Manual through the HP.
    
    OVER THE GREAT GRATE!: This is the gap that gave the GAP AREA its name.  Use 
    the kicker humps to air over the other kicker hump.
    
    50FT:  Go down the pillar/tunnel and launch out.
    LIP BAR: On the left side, immediately after the rock tube, there's a QP with 
    a rail high above.  Lip that rail.
    
    RAIL 2 RAIL: Right before the 1ST WG, there's two triangle rails.  Grind them.
    
    75FT:  Go down the pillar/tunnel and launch out.
    
    NEVERSOFT ELEC. CO. GAP: If you hit the right QP, you can air up to a rail 
    high up on the right.  Hit that rail for this gap.
    
    PIPE 2 TRIANGLE: In the START.  Hit the kicker ledge and hit the left of the 
    two rails.  At the end, hop off and grind the triangle rail.
    
    HIGH UP TRANSFER: Go to the UPPER AREA.  Get onto the SECOND PART and air off
    the QP to get to the THIRD PART.  That's the gap.
    
    HIT LEDGE LEFT: On the right side of the PILLAR, there's a rail.  Grind it, 
    and at the end, ollie left to cross over and grind the ledge on the left.
    
    HIT LEDGE RIGHT: On the left side of the PILLAR, there's a rail.  Grind it, 
    and at the end, ollie right to cross over and grind the ledge on the left.
    
    100FT:  Go down the pillar/tunnel and launch out.  You might have to ollie 
    for this one, but probably not.
    
    HUGE WATER HAZARD GAP: This is the 1ST WG.  At the top of it, there's two 
    rails, and then a kicker.  Ollie from between these two, to land near the 
    bottom of those rails.  (Don't use the kicker.)  (And BONELESS!)
    
    SMACK THE POLE: Skate to the left of the 1ST WG, avoiding it.  Hit the third 
    kicker and grind the rail in front of it.  It's sticking out of the ROCK TUBE.
    Because the ground is so bumpy in front of the kicker, this can actually be 
    kinda annoying.  My advice?  Don't get annoyed.  You won't enjoy it.
    
    QP 2 PIPE: The QP you want is just to the right of the 1ST WG.  Air into the
    water gap, grinding one of the rails there.
    
    BOX 2 BOX: At the END, on one of the LEDGES, there's two funboxes.  Use one
    to ollie to the other.
    
    KICKER 2 PIPE 2 PIPE 2 PIPE!!: The kicker you want is the one on top of the 
    ROCK TUBE.  Get to the top of it and carefully go down the other side, you'll
    see the kicker.  Set a restart, you'll probably have to do this a few times.  
    Hit the kicker and grind the first rail.  Almost immediately, you need to 
    ollie left to the left of the two rails that are next.  At the end of that 
    rail, ollie left again to hit the pipe that crosses over the HP.
    
    ----------------------
    ------C4.  Los Angeles
    ----------------------
    -------------------------
    C4LO.  Level orientation.
    -------------------------
    BUNKER AREA: Where you start.  Three wavy ledges, a QP, a couple of rails.
    
    HIGHWAY BUILDING: The building right in front of you when you start.  You use 
    this one to get onto the HIGHWAY, or on top of the MOVIE THEATER.
    
    MOVIE THEATER: On the left side, by the COLOR PARK, there's a movie theater 
    marquee on the front of a building.  This leads me to believe this is a MOVIE
    THEATER.  I'm pretty sure it's actually supposed to be a porn theater, but you
    young'uns wouldn't know what that is.  And don't go ask your parents.
    
    COLOR PARK: The park-like area where everything is bright colors.  PURPLE, 
    YELLOW, ORANGE.
    
    HOTEL: On the far side of the COLOR PARK from the HIGHWAY BUILDING, there's 
    an archway with some QP's inside, and some grindables.  I don't know where I 
    got the idea this is a hotel, but who cares.
    
    CAR WASH AREA: First, there's a pretty obvious car wash, and there's some 
    stuff around it and on top of it, that's the CAR WASH AREA.
    
    TOWER AREA: The building by the fountain is the tower.  In the PSX version 
    of THPS3, you can go up in it, but you can't here.  Lotsa stuff around here.
    
    -----------
    C4A.  Gaps.
    -----------
    
    DOORWAY HOP: On the far side of the TOWER, there's a brown building, still 
    in the TOWER AREA (that's where all the tower rail gaps are).  The brown 
    building has some brown ledges for grindin.  Grind hop grind.
    
    BURRITO CARNITAS: Air over the door on the side of the CAR WASH.  
    
    BURRITO GRANDE: Air over the door on the side of the CAR WASH.  Only this 
    time, do it bigger.  
    
    BUSTIN CHERRIES!: In the CAR WASH AREA, go in the liquor store, and before 
    you go through the door, press and hold grind.
    
    CAR HOP: Hop over a car.
    
    COLD CHILLIN': By the CAR WASH, across from the taco shop door, there's a QP 
    with a gap in the middle.  Air that gap.
    
    DOWN THE STAIRS: From the start of the level, go down the BUNKER, and take a 
    right at the street.  Soon enough, to your left will be some stairs, two 
    small sets.  Ollie down 'em.
    
    EAST SIDE!': TOWER AREA.  Basically just ollie over the street from the TOWER
    AREA to the COLOR PARK.  Kinda hard to find a spot to do it in, though.  Here's
    one method.  Grind down the gentle slope that has rails on each side.  At the
    end, hop to grind the little kiosk deal, then, at the end of that, ollie all 
    the way over the street.
    
    EASTERNTREMOR!: From the start of the level, take a sharp left.  You'll see 
    two metal rails that go down beside the building.  Grind the left one.
    
    GOIN' BALLISTIC: In the TOWER AREA, by the fountain, there's a HP built into
    the TOWER.  Use it to air into the higher HP.  In that HP, just air high, 
    and you get the gap.
    
    GRIND ILLIN': By the CAR WASH, across from the taco shop door, there's a QP 
    with a gap in the middle.  Grind-hop-grind that gap.
    
    HOTEL LIP SMACKIN': Go in the archway at the HOTEL, and use a QP to lip 
    something.
    
    HUNG OVER: Air over the door of the HOTEL.
    
    INDIANA STYLE!: Enter the COLOR PARK through the yellow tunnel, then manual
    out of the yellow building, across the flat, to the purple part.
    
    KIOSK!: Spine transfer over the kiosk-dealy by the TOWER (next to the street).
    
    LIP WASH: Lip the sign that says FULL SERVICE WASH & WAX etc.  The back half 
    of the CAR WASH. 
    
    NORTHERN WASHER LIP: TOWER, by the fountain.  Use the QP there to lip one 
    of the window washers way up there.  If you get the SOUTHERN WASHER LIP gap,
    do it on the other side.
    
    NORTHERNTREMOR!: From the start of the level, skate down the BUNKER, and take
    a right at the street.  Soon enough, on the left there will be a metal rail, 
    right next to the street.  Grind it.
    
    NOSEBLEED TIME: In the TOWER AREA, by the fountain, there's a HP built into 
    the TOWER.  Use it to air into the higher HP.  In that HP, just air really 
    high, and you get the gap.
    
    OVER THE YELLOW STONE SHACK: Add the word OLLIE to that title and you'll have 
    exactly what you have to do.  One side of the shack has a slanted ledge.  
    Grind the slanted ledge, then ollie over the shack.
    
    PERSHING RAMP: Lotsa places to do this.  Here's one way: Grind the ledge right
    between the street and the orange HP, then hop to grind a step.
    
    PURE AIR: First open the grates by doing the THEY'RE GRATE gap, then go to 
    the roof of the HIGHWAY BUILDING.  You'll see a HP that's opened up.  Acid 
    drop into it, and then notice that it doesn't have a bottom.  Ollie that 
    lack of bottom, to land on the other QP.  PURE AIR!
    
    PURPLE SKIPPIN': Use the backside of the purple HP to ollie over the whole HP.
    
    PURPLE TRANSFER: Get in the purple HP and air over the wall to land in more 
    purple HP.  Did you land on your face, there being no "more purple HP"?  Try
    it on the other side.
    
    RAIL SKIP!: BUNKER AREA.  Grind down the left-most wavy ledge, at the end, 
    hop to grind the rail inside the building.
    
    SOUTHERN WASHER LIP: TOWER, by the fountain.  Use the QP there to lip one 
    of the window washers way up there.  If you get the NORTHERN WASHER LIP gap,
    do it on the other side.
    
    SOUTHERN TREMOR: From the start of the level, skate down the bunker and 
    through the building.  go down the stairs, and when you hit the street, take
    a right.  Grind the first metal rail on your right.
    
    SQUEAKY CLEAN!: Inside the CAR WASH.  Grind one of the rails on the floor, 
    then hop to the other.  Just make sure that you grind as much as possible of
     both those rails.
    
    THEY'RE GRATE!: Go down to the TOWER AREA, past the fountain, through the 
    plate glass, through another sheet of plate glass, then go up to the upper 
    level in front of you.  In front of you, there's a brown ledge.  Grind the 
    longest of these brown ledges, and do it from the TOWER toward the CAR WASH.
    Make sure you grind all of it.
    
    TOWER LOCKIN': Go down to the TOWER AREA, past the fountain, through the 
    plate glass, through another sheet of plate glass, then turn right.  See 
    that QP?  Launch off it to the right, to land in the HP that's up there.
    
    TOWER POPPIN': Several ways to do this, but here's one that I just wrote. 
    Go down to the TOWER AREA, past the fountain, through the plate glass, 
    through another sheet of plate glass, then turn right.  See that QP?  Launch
    off it to the right, to land in the HP that's up there.
    
    TOWER RAIL SWAP: TOWER AREA, by the kiosk-thing.  There's that long, gentle
    slope, and a stairset that leads up to it, with rails on both sides.  Grind
    one of those steep rails, then hop to grind one of the gentle rails.  Use 
    the rails that are closest.
    
    TOWER SOUTH: TOWER AREA, by the kiosk-thing.  There's that long, gentle slope,
     and a stairset that leads up to it, with rails on both sides.  Grind the rail
     on the gentle slope that's on the same side as that stairset, then hop the 
    gap, and grind the rest of the rail.
    
    TRIPLE X HOP: Grind the front of the MOVIE THEATER toward the BUNKER.  At the
    end of the ledge, jump the gap and grind some more.
    
    WEST SIDE!': Just like EAST SIDE!', this is basically just an ollie over the
    street from the COLOR PARK side to the TOWER side.  Here's one way to do it:
    From the start of the level, skate down the BUNKER, and take a right at the
    street.  Soon enough, on the left there will be a metal rail, right next to
    the street.  Grind it.  At the end, ollie all the way over the street.
    
    WESTERNTREMOR: Grind the left-most rail inside the HIGHWAY BUILDING.
    
    WIRERIDIN 1!: THE FOLLOWING WILL AWARD FOUR GAPS: WIRERIDIN 1, WIRERIDIN 2,
    WIRERIDIN 3, AND WIRE DROP.  Go through the archway at the HOTEL and hit a
    QP and grind right.  Keep the grind until the end of the wire, then hop off
    and grind the edge of the fountain.
    
    YELLOW CUTTER: In the side of the yellow shack, there's a big window-type 
    hole.  Ollie through it.
    
    YELLOW FALL!!!: On the roof of the yellow shack, there's a bunch of little 
    holes.  Fall through one of them.  Get off your board to make this easier-
    -easier to get up there, and easier to fall.
    
    BUNKER: Ollie down the slope in front of you at the start of the level.
    
    DON'T FALL!!!: Enter the Liquor Store in the CAR WASH AREA, on foot.  
    On top of the pink thing, turn around, walk forward, and turn left.  
    Ollie over to the next roof, and turn around, facing the pink roof 
    again.  Grind the right edge of the roof, and ollie to grind the 
    edge of the pink roof.  And don't fall.
    
    HOT, HOT, HOT!: By the CAR WASH, there's a QP with a gap in the middle.  
    Grind the QP toward the fire truck, then at the end, ollie to grind the fire
    truck.  You will have gone over a flaming trash can.  And that's pretty spicy.
    
    OVER THE FOUNTAIN!: Use the edge of the fountain to ollie over the fountain.
    (TOWER AREA.)
    
    OVERPASS LEAP: First, make an earthquake happen.  (see some other FAQ for 
    that.)  Then get up on top of the HIGHWAY BUILDING, and ollie onto the 
    highway.  There's some wood there, use it to ollie up to the roof of the 
    MOVIE THEATER.
    
    PASSIN' GAS: Grind the side of the CAR WASH, then ollie left to wallride or
    grind the gas station prices sign.
    
    RIDIN' THE XXX!: Grind the marquee at the MOVIE THEATER.
    
    SHOOTS N' LADDERS!: Grind down, or up, the ladder on the fire truck.  
    
    TO THE LADDER: Use the nearby kicker to launch to a grind on the fire truck 
    ladder.
    
    TOWER RAILS GAP: Same rail as TOWER SOUTH, only further up.  There's two gaps
    on that rail.  Ollie the other one.  I know everybody has this gap.  I'm 
    sorry, I really don't feel like explaning which rail it is, cuz everybody a
    lready knows!  So go to the TOWER SOUTH gap to find it.  I'm tired and hungry
    and should probably eat or sleep, but I'm writing this guide instead.  Because
    I love you.
    
    VENTING FRUSTRATION:   First, you need to open the grates by doing the THEY'RE
    GRATE gap.  Then, go down to the TOWER AREA, past the fountain, through the 
    plate glass, through another sheet of plate glass, then turn right.  See that
    QP?  Launch off it to the left, to land in the sunken HP that's up there.
    
    WASHIN' WINDOWS: TOWER AREA, QP by the fountain.  Grind the window washer 
    thing up there, on the side further from the CAR WASH.
    
    WIRERIDIN 2!!: See WIRERIDIN 1!.
    
    ALL THE WAY: From the start of the level, go down the BUNKER, and take a 
    right at the street.  Soon enough, to your left will be some stairs, two
    small sets.  Ollie down 'em--just like DOWN THE STAIRS, only this time, 
    ollie all the way down them, so you land in the street.
    
    ELECTRIFIED!: By the fountain, there's two little brown curved kickers.  
    Use one to launch to a grind on the WIRERIDIN wire.
    
    NICE MOVE!: Grind the fire truck ladder up, grind the HOTEL ledge, then 
    at the end, hop right to grind the roof with the Doors billboard.  This 
    needs to be in one combo.
    
    WIRE DROP: See WIRERIDIN 1!.
    
    WIRERIDIN 3!!!: See WIRERIDIN 1!.
    
    FOUNTAIN HOP: Next to the fountain are two little brown kicker things.  
    Grind one of 'em (doesn't matter which), then hop to grind the fountain.
    
    ROLL HUMP JUMP: Worth 420 points.  Some stupid inside joke, you can be sure.
    From the start of the level, take a sharp left, to where there's two rails 
    going down by the building.  There's a slight hump in the slope there--hit 
    it from below, and turn at least 360 in the air.  I don't know if this is a 
    glitch or what, but this is how I always get the gap.
    
    FROM PURPLE TO STREET!: Stand on the CAR WASH side of the purple HP (outside
    of it) and face the MOVIE THEATER.  Use the outside of the purple HP to 
    launch to land in the street to your right (not the one in front of the 
    theater). Angle 45 degrees to your right, and ollie before the top of the QP.
    
    MANUAL CUT LEDGE: Between the yellow shack and the street there's a little 
    ledge.  Manual it.
    
    MANUAL DOWN THE BUNKER!: Pretty self explanatory, I think.  BUNKER AREA.  
    Manual down the grass.
    
    NACHOS 'N QUESO Y'ALL: CAR WASH.  Spine transfer from the HP on the roof down
    to the QP at ground level.
    
    PRODUCTION DROP: CAR WASH AREA.  Go through the liquor store door.
    
    RIDICULOUS SPINE: CAR WASH AREA.  Behind the car wash there's a QP--close to
    the TOWER RAILS.  Go up the right side of that QP and spine transfer.  You'll
    hit a QP in the TOWER AREA.
    
    MANUAL UP THE BUNKER!: Pretty self explanatory.  BUNKER AREA.  Manual UP the
    grass.  Use the QP on the side of the HIGHWAY BUILDING for speed.
    
    ORANGE WALLIE 2 STREET: IMO, this is easily the most irritating gap in the 
    game.  Arguably the most irritating gap in the entire series.  But very easy 
    to describe.  Go in the orange HP in the COLOR PARK, wallride the side of 
    it, and wallie off, to land in the street.  Not ALMOST in the street, not 
    'pretty much' to the street, you really have to make it.  Set a restart 
    and make sure you have something pleasant to do afterwards.  The only tip 
    I have is to get speed off the superkicker by the purple HP, then get over
    there quick.  That makes it much easier.  [Jack Vano recommends you go up 
    the HOTEL side of the QP, come down, wallride and immediately wallieplant 
    to the street.  I have used this technique with some success, got it after 
    three of four tries.  Jack Vano also, I feel the need to add, disagrees 
    with my estimation of the difficulty of this gap.  It is a lot easier in 
    THUG2 than in THPS3, what with the superkicker and the wallieplant, but 
    I still hate it.  And I can't, this moment, think of a single gap in the 
    series that I liked less.  Possibly Manual the Switchbacks from THPS4, 
    but once you get better at the game, that gap is fun to do, like, just 
    for fun.  I think ORANGE WALLIE has something really special going on 
    with how annoting it is: you know, just from the name, exactly what you 
    have to do, unlike, say, SIDEWALL BOMB, but then, doing it is so 
    frustrating.  If only I had Jack Vano (or proper knowledge of the 
    wallieplant) in my life two months ago!  Thanks to Jack for that tip!]
    
    MANUAL DECK OVER PILLARS: On the MOVIE THEATER end of the COLOR PARK, there's
    two ship captain-types standing around.  (In THPS3 they were these two guys
    who fought, and they were really funny.  I was so sad to see they were
    replaced by these bungholes.)  That's the "deck".  Start on the street 
    between the HIGHWAY BUILDING and the COLOR PARK, ollie, manual where the 
    ledge starts, and keep parallel to the MOVIE THEATER street, at the end 
    of the ledge, there's some posts.  Ollie those posts, land the trick, and
    the gap's yours.
    
    POST TO STAIR!: The posts are the little posts between the purple HP and the 
    MOVIE THEATER.  They're orange.  Ollie, grind one of the posts ("kiss the 
    rail"), and grind one of the steps on the other side of the street.  Not that
    hard, really.
    
    MOREHEAD LEDGE: The MOREHEAD is the name of the HOTEL.  Manual the entirety 
    of the ledge there.  You can use the fire truck ladder to get up there.  (I've
    gotten this as a grind gap too, I swear, but I can't replicate it.)
    
    POST TO WIRE!: The posts are the little posts between the purple HP and the 
    MOVIE THEATER.  They're orange.  Ollie, grind one of the posts("kiss the 
    rail"), and grind the wire that goes from the purple HP to the MOVIE THEATER
     ledge.  This is a pain, just use a boneless, and do it a few times, to get 
    a feel for what kind of angle you need.
    
    HUGE LAUNCH!!!: TOWER AREA.  Use the QP by the fountain to air OVER the raised
     HP, to land in the QP you used to get VENTING FRUSTRATION.  Skitch a car to 
    get the speed.
    
    OH YEAHH! YOU ARE GOOD!: The deal is, you gotta sticker slap the big purple 
    wall, then sticker slap the MOVIE THEATER marquee.  Go to the CAR WASH, and 
    set a restart right outside the liquor store door.  Go through the door and 
    hold the acid drop button.  You'll drop in on the movie theater sign.  Use 
    that to sticker slap the purple wall, then come back and hit the marquee (the 
    marquee, not the pink sign).  This is hard--sometimes the pink sign works as 
    a superkicker, sometimes it doesn't.  It will take a few tries.  
    
    FIRETRUCK STOMP!!: What you need to do is use the superkicker to launch to 
    a grind that somehow ends up on the fire truck.  You can grind the morehead 
    ledge, as some have done, but i always just hit the fire truck directly.  
    Now, also, I have always done this with the the production drop, but it isn't
    necessary, as you end up going the same speed after you hit the superkicker.
    So, here's what I do.  Go to the CAR WASH, and set a restart right outside 
    the liquor store door.  Go through the door and hold the acid drop button.  
    You'll drop in on the movie theater sign.  Ollie off that to acid drop on 
    the far side of the purple wall.  Hit the superkicker angled sharply to the 
    left, and you will eventually hit the fire truck.
    
    
    -----------------
    ------C5.  Canada
    -----------------
    -------------------------
    C5LO.  Level orientation.
    -------------------------
    
    The STREET: Where you start.  A long path with rails, a kicker-car-kicker 
    setup, a QP or two.
    
    PARKING AREA: Two rails in the middle, rails on either side, a QP at either 
    end.
    
    POOLS: The big skatepark-like area.  
    
    CORRAL: The big snow-and-wood bowl, with the large tree trunk in the middle.
    
    WOODLANDS: All the wooden walkways, including the raised QPs and minecart 
    rails.
    
    The WATER: When I say "fall in the water," I mean the water gap with the 
    logs over it.  Falling in that water positions you very easily in a 
    convenient place.  I'll call the much larger body off water by the POOLS 
    area "the arctic ocean."
    
    -----------
    C5A.  Gaps.
    -----------
    FUNBOX HOP: On the PARKING LOT side of the POOLS AREA, there's a funbox 
    with two kickers on each end and a little QP in the middle.  Use the 
    kickers to air over the QP.
    
    OVER THE BLADE: From the start, go down the little ramp and turn around.  
    There's a QP on each side of that little ramp; air over that little ramp.  
    Very easy to overjump this.
    
    ...JUST WENT BANKRUPT: See BANNER AD DOT COM.
    
    ALL THAT GLITTERS: First, fall in THE WATER.  Directly to your left, there's
     a little rope handrail.  Grind it and then hop to grind the rope handrail 
    on the opposite side of the path.  
    
    BOWL TO BOWL: This is a grind gap.  Grind the coping of one pool, then hop 
    to grind the coping of another pool.
    
    BOWL TO RAIL: Another grind gap.  Grind the coping of the pool closest to 
    the arctic ocean, and hop to grind a rail.
    
    CUT THE CORNER: POOL AREA.  Grind the fence by the arctic ocean, and, when 
    it takes a 90 degree turn, hop the corner to continue the grind.  Several 
    places you can do this.
    
    DEAD MAN'S SLIDE: Jump in the WATER.  Right in front of you there's a log 
    to grind--grind it.  Just before the end of it, hop off and grind the next 
    log, which has a rail just on top of it.
    
    FENCE TRANSFER: Grind the edge of the wooden QP in the POOLS area, then hop 
    to grind the fence.
    
    IPO FUNDING: Stand on the end of the STREET at the top of the PARKING area, 
    and grind the rail on the right side of the PARKING area.  Then hop to a 
    grind on the advertisement sign on the wall.
    
    LAND AND GO: Raise the ramp at the end of the WOODLANDS by grinding the wire
    by the generator.  Then go up on the raised HP and air over to the next 
    raised HP.
    
    LOOK MA! NO TALENT: First, fall in THE WATER.  Directly in front of you, 
    as the path turns, you'll see a little rope handrail.  Grind that, and 
    hold the grind button--when there's a gap in it, you'll glide right on 
    through, and get this gap.
    
    MANUAL TRANSMISSION: On the PARKING LOT side of the POOLS area, there's 
    a curved QP with a very small kicker ledge behind it.  Manual over that 
    little kicker ledge.
    
    OVER THE HUMP: In the back of the POOLS area, there's three rollins.  Grind
     the fence behind them, then when the rail kinks up, ollie, landing on the 
    fence on the other side of the rollins.
    
    PARKING LOT MINI GAP: In the middle of the PARKING LOT, there's two rails 
    that have a break in the middle.  Grind hop grind.
    
    PROSPECTOR PATH: First, jump in the WATER.  Directly on your left, there's a 
    little rop handrail.  Grind that, and then hop right to grind the log.
    
    RAIL BANK SHOT: In the POOLS area, by the totem pole, there's a red rail 
    right next to a silver rail.  Grind the silver rail, and hop to grind the 
    red rail.
    
    RAIL CHEATER: In the POOLS area, by the totem pole, there's a red rail right
    next to a silver rail.  Grind the red rail, and hop to grind the silver rail.
    
    RAIL STOMP: In the POOLS area, by the totem pole, there's a red rail right 
    next to a silver rail. Grind the edge of the wooden QP there, then hop to 
    grind the red rail.
    
    RAIL TO BOWL: In the POOLS area, by the totem pole, there's a red rail right 
    next to a silver rail.  Grind the silver rail, and hop to grind the pool 
    coping.
    
    STILL BOOTLEGGIN': From the start of the level, go down the ramp and then 
    turn around, and go back up the ramp.  Ollie to the wooden path, then ollie
    to the next wooden path, go through the tree, and at the end of the path, 
    ollie to the path in front of you.
    
    TREE AIR GAP: From the start of the level, go down the ramp and then turn
    around, and go back up the ramp.  Ollie to the wooden path, then ollie to
    the next wooden path.
    
    WE DON'T NEED NO STEENKING RAILS: In the back of the POOLS area, there's 
    three rollins.  In front of them, there's two rails (maybe three?) embedded
     in snow banks.  Use the snow to air over the rails.
    
    AROUND THE HORN: Jump in the WATER, then go forward and grind the rope 
    handrail on the right side of the path, holding the grind button to get 
    past a little (NO TALENT) gap, then keep that grind all the way around till 
    you're by a different path, and the gap registers.
    
    BANNER AD DOT COM: THE FOLLOWING WILL AWARD TWO GAPS: BANNER AD DOT COM 
    AND ...JUST WENT BANKRUPT.  Go down the PARKING LOT to the QP at the bottom,
     and grind it to the right.  You'll come around to grind a sign against the 
    wall.  At the end of that sign, hop to grind the next sign (BANNER AD DOT 
    COM), then, at the end of that, hop right to grind the metal rail below 
    (...JUST WENT BANKRUPT).
    
    CLIMB THE TREE: From the start of the level, go down the ramp and then turn
    around, and go back up the ramp.  Ollie to the wooden path.
    
    CORRAL GAP TRANSFER: In the CORRAL area, use the snow QPs to air over the 
    spots where there's no QP, and land on the other side.  Several places to 
    do this.
    
    CORRAL TO TREE GRIND: In the CORRAL area, by the POOLS area, there's a tree
    that's kinda falling down.  Grind the CORRAL QP toward that tree, then hop
    to grind the tree.
    
    CROOKED EXTENSION: In the POOLS area, right by the STREET/PARKING LOT 
    junction, there's a pool with a 90 bend in it.  Lip at that corner.
    
    CURB HOPPIN: From the start of the level, grind the triangle rail and hop
    to grind the curb.
    
    DOZER BLADE GAP: In the STREET area, there's a curb.  Grind the curb, then,
    where the curb breaks by the bulldozer, hop and grind the rest of the curb.
    
    ENIM DETNUAH EHT: You need to connect these two items in a grind: 1. the 
    blueish rope rail by the generator--grind it away from the raised HP; 2. 
    the coping of the CORRAL QP.  Once you get onto the CORRAL QP, you'll need 
    to hold the grind for a moment before the gap shows up.
    
    FENCE EXTENSION: In the POOLS area, right by the STREET/PARKING LOT junction,
    there's a pool with a 90 bend in it.  Lip the fence there.
    
    FENCE HOPPIN: From the start of the level, grind the rail on the right, then 
    hop right to grind the fence.
    
    FLYING FENCEMAN: In the POOLS area, by the start of the level, there's a 
    curved QP.  Grind it, toward the CORRAL, then, at the end, hop to grind 
    the fence.
    
    GRIND THE PINE: In the middle of the CORRAL, there's a huge tree trunk with
    smaller tree growing out of it.  Grind a limb of that tree.
    
    HITCH KNOT GAP: From the start of the level, go down the ramp and then turn
    around, and go back up the ramp.  Ollie to the wooden path, then ollie to 
    the next wooden path, go through the tree, and after the tree, grind the 
    rope rail on your left.  At the end of the rail, ollie to the rail of the 
    path in front of you.
    
    LIGHT IT UP: Spine transfer from one pool to another in the POOLS area.  
    Use the two rear pools, closer to the totem pole.
    
    MINE CART LAUNCH: At the end of the WOODLANDS area, there's a raised QP, 
    air into it, then ollie into the next raised HP, then ollie to the next.  
    At the end of that, there's some rails, that look like mine cart tracks.  
    Grind the one closer to the rock, and follow it around the level till you 
    get back by the street, where the rail ends.  Launch off that rail and land 
    in a grind on the wire in front of you.
    
    PICKAXE SLUICE: At the end of the WOODLANDS area, there's a raised QP, air 
    into it, then ollie into the next raised HP, then ollie to the next.  
    
    THE HAUNTED MINE: You need to connect these two items in a grind: 1. the 
    coping of the CORRAL QP--grind it toward the WOODLANDS area; 2. the blueish 
    rope rail by the generator.  This can be a tricky hop, but you'll hit it 
    in no time.
    
    THE OLD WING DAM: Go to the WATER, but don't jump in.  Notice the logs that
    go over it, and the kicker on one side.  Skate off the end of the kicker 
    and hold grind, and you should grind the middle log.  Grind the whole log.
    
    THE PANHANDLER: In the CORRAL area, by the WOODLANDS side, there's a spot 
    where you can air off the CORRAL QP and lip on the rail of the WOODLANDS 
    path.  Do that.
    
    TREE TO CORRAL GRIND: In the CORRAL area, near the POOLS area, there's a 
    tree that looks like it's falling down.  Grind that tree and then ollie 
    off the end to grind the CORRAL QP.
    
    AHHH! MY HEAD!: In the POOL AREA, there's a totem pole.  Grind the fence 
    by the wooden QP and hop to grind the totem pole.  At the end, hop off 
    and land it by the pool.  This gap doesn't always register, so try it a 
    couple of times.
    
    CAR GAP: STREET area.  There's two kickers in front of cars.  Hop from 
    one kicker to another.
    
    THERE'S GOLD IN THEM THAR HILLS: In the CORRAL area, there's a little frozen
    stream, with two large kickers.  Ollie off one and land on the other.
    
    AIR OVER THE BLADE GRIND: From the start of the level, grind the metal rail
    all the way on the left.  When you come to the bulldozer, either ollie over
    it or grind it, just as long as you grind the metal rail on the other side,
    you'll get the gap.
    
    ANTENNA STOMP: In the POOLS area, by where the STREET meets the PARKING LOT,
    there's a pool with a large funbox on the side.  On the funbox there's a 
    little QP, and above that, there's a rail, which i suppose must be an antenna,
    though it looks more like a rail.  Ollie off the QP and land in a grind on
    that antenna.  Don't spine transfer and hold grind, or you'll grind the 
    wrong rail.
    
    AURORA BURLY-ALIS: POOL area. Spine transfer from the pool in the corner 
    (by where the STREET meets the PARKING LOT), to the nearest other pool.
    
    BREEZY CHANNEL GAP: In the back of the POOL area, there's three rollins.
    Air over them using the QPs on either side.
    
    CHAINSAW BUZZIN': Go to the end of the WOODLANDS area and jump off the 
    edge into the arctic ocean.  They (the angels) will put you on a path 
    with the end on one log on your right, and the beginning of another in 
    front of you.  Grind the log in front of you, and, at the end, hop left 
    to grind the bluish rail on the other side of the path.
    
    CROSSOVER THE EASY WAY: In the middle of the PARKING LOT, there's two 
    rails going down.  Grind one of them, and, at the end of the slope, where
    the rail breaks, hop to the rail diagonal from the one you're on.
    
    CURB BOMB: Use the kicker by the cars in the STREET, the kicker that's 
    further from the START, ollie off it angled slightly right, to land in a 
    grind on the curb.
    
    FENCE BOMB: In the STREET, by the PARKING LOT, there's a small funbox with
    a wall on it.  Use the kicker edge of it to ollie into a grind on the fence 
    to your left.
    
    FUNBOX TO RAIL STOMP: On the PARKING LOT side of the POOLS area, there's a 
    curved QP with a very small kicker ledge behind it (on the PARKING LOT side 
    of the curved QP).  Use the kicker ledge to ollie to a grind on the top of 
    the back of the QP.
    
    GO LONG AND GRIND: On the PARKING LOT side of the POOLS area, there's a 
    curved QP with a very small kicker ledge behind it.  Grind the fence, then
    ollie to grind that kicker ledge.
    
    PARK TO LOT LAUNCH: PARKING LOT.  Stand up and the top (by the STREET) and
    look down the slope.  On the right, there's the wall to the POOLS area, with
    a fence on top.  Grind that fence and hop to a grind on the metal handrail 
    below.  Go really slow, it's really easy to overjump this.
    
    SAP SLAPPER: From the start, go down the little ramp then turn around and 
    go back up it.  Ollie of the end and land in a grind on the edge of the path
    there.
    
    BUCK WILD: CORRAL AREA.  There's a frozen stream, with edges that work as
    kickers.  Go to the end of the stream, just past the TREE TO CORRAL tree,
    and ollie off the stream edge to land inside the nearest pool in the POOL
    area.  The further down the stream you are, the easier this is.
    
    WHOA. THAT WAS COOL.: CORRAL AREA.  Go to the end of the CORRAL QP that's
    closer to the WOODLAND paths.  There's a big tree there, the one that has
    a path cut through it.  You're going to ollie off the QP, press up, fly
    through the air to the right of the tree, OVER the elevated path, and land 
    in a grind on one of the logs that goes over the WATER.  It's not actually 
    as hard as it sounds.  Use a boneless, but the rest is a matter of the angle 
    you start from.  Once you get a feel for it, you'll be able to do it very 
    consistantly.  I do it online, if ever i'm the only one left skating after 
    the time is up, I throw that gap in to impress people.  It's a fun one.  Very
    rarely does this gap take me more than two tries.  I say all this not to 
    impress but to indicate how consistantly it can be done.
    
    SAVED BY THE GENERATOR: Ohh, this is kinda tricky.  Go to the end of the 
    WOODLANDS area and cast yourself into the arctic ocean.  You'll reappear 
    right in front of the log/rail you need to start on.  grind it, then ollie 
    left to land on the generator.  Do not grind it, just land on it, you'll get
    the gap.  Then you'll fall in the water, so you need to end your trick on 
    the generator to actually get the gap.
    
    THE LOG QP!: CORRAL.  Grind the whole QP.  Every inch.  
    
    
    ------------------
    ------C6.  Airport
    ------------------
    -------------------------
    C6LO.  Level orientation.
    -------------------------
    Possibly my favorite level in all the TH games.  ALL DIRECTIONS ASSUME YOUR
    BACK IS TO THE START AND YOU'RE FACING THE END.
    
    START: Where you start on the level.
    
    WALKWAYS: There are two: WALKWAY ONE and WALKWAY TWO.  WALKWAY 1 is the 
    first one, right in front of you at the START.  WALKWAY 2 is after the first
     set of escalators.
    
    BATHROOMS: Two of these as well.  BATHROOM 1 is on the left side of WALKWAY 
    1, BATHROOM 2 is on the right of WALKWAY 2.
    
    BAGGAGE CLAIM: To the right of the first escalator.  It looks just like a 
    baggage claim should.  (Yes, I am implying that baggage claims should have
     QPs.)
    
    HELIPAD: From the start, grind the moving luggage thing behind the desk on
    the right, you'll eventually see a helicopter.
    
    TERMINAL: The end of the level.  Some couches, some QPs, and a lot of rails.
    
    BASEMENT: Underneath the TERMINAL.  Rails, QP walls, lights, ledges.  And 
    teleports that take you back to the START.
    
    
    -----------
    C6A.  Gaps.
    -----------
    CLAIM HOP: In the BAGGAGE CLAIM, there's two pairs of rails.  Hop from one of
    those four rails to grind the handrail of the escalator leading to the HELIPAD.
    
    HELIPORT BAGGAGE: Grind the conveyor belt in the HELIPAD and hop to grind the 
    other side.
    
    RAIL HOP: In the BASEMENT.  Hop from a grind on the QP ledge to grind one of 
    the red rails at either end.
    
    WALKWAY HOP: On each WALKWAY, there's a middle section, on which you can 
    grind either side.  Grind one side of that middle section, and hop to a 
    grind on the other side.  If you need to grind other rails in between in 
    order to get there, that's ok.
    
    DRAINING THE VEIN: BATHROOM 1.  Grind the rail that goes into the bathroom 
    (on the side closest to the START), then hop to grind the urinals, then drop
    to grind the next rail.
    
    DROPPIN' SCIENCE: At the top of the 1st escalator, there's a kicker in the 
    middle.  Use it to launch to a grind on the light.  Near the end of it, hop 
    right to hit the next light, then hop left to hit the next light, which is 
    lower down.
    
    ESCALATIN' THE SITUATION: BAGGAGE CLAIM.  Air over one of the escalators.
    
    GATE HOP: On each side of the tall QPs in the TERMINAL, there's red rails.  
    Grind one of them (the one that's further from the window) and when you get 
    to a QP, hop to another red rail on the other side.
    
    ILLUMINATIN': From the START, grind the desk on the left, to line you up-
    -ollie off before it bends toward the bathroom.  Then skate up the side of 
    the hump in front of you, and use it to ollie to a grind on the light above.
    
    LAST HIGH LIGHT!: In the middle of the top of the last escalator, there's a 
    kicker.  Use the kicker to launch to a grind on the light.
    
    LIGHT HOP!: In the BASEMENT, grind one light, then hop to grind another light.
    To get to a light, use the QP coping at the ends, there's easy spots.
    
    LIGHT POP!: In the BASEMENT, grind the QP ledge, then hop to grind a light.
    
    LIGHTEN UP!: On the left side of WALKWAY 2, there's a hump.  There's two 
    rails right before it--use the right one to line yourself up, then hop off 
    the hump to grind the light above.  Same as ILLUMINATIN, but on the second 
    level down.
     
    LOCAL CALL: Grind either of the humps.  
    
    MULIN': Ollie over the metal detectors by the BAGGAGE CLAIM.
    
    MUSICAL CHAIRS: In the TERMINAL.  Grind one of the weird benches, then hop 
    to grind another one.  Here's a specific way to do it.  If you turn right 
    as you get down there, go to the 1st bench on your right.  Grind the couch 
    after the first hump, so you'll come off on the middle hump.  Hop to grind 
    the couch right in front of you.  If you don't make the jump, you can manual
    between them, as long as you hit the right part.  You can actually manual for
    as long as you want, as long as the part of the second couch you grind is
    the corresponding part.
    
    O THE S: Ollie over the metal detectors after WALKWAY 2.
    
    OFF THE COUCH: At either end of the TERMINAL, there's QPs with TV monitors 
    on them.  Air off one, and revert manual, then manual all the way to the 
    other end, you'll get the gap right before the other QP.  Don't hop too 
    much, or you won't get it--I've gotten the gap with 2 hops, but not with 3.
    
    S LOOK OUT!!: BATHROOM 2.  Grind the rail closer to the START, then hop to 
    grind the ledge, then drop to grind the next rail.
    
    SPIRAL STAIRS NORTH: Grind the spiral staircase on the right end of the 
    TERMINAL.
    
    SPIRAL STAIRS SOUTH: Grind the spiral staircase on the left end of the 
    TERMINAL.
    
    SPOTTED BAGS: Lip the QPs in the BAGGAGE CLAIM.  
    
    TAKIN' THE HIGH ROAD: At the top of the 1st escalator, there's a 
    kicker in the middle.  Use it to launch to a grind on the light.  
    
    THROUGH THE PAD!: At the HELIPAD, grind the conveyor belt toward the 
    BAGGAGE CLAIM, then hop to grind the escalator rail.
    
    WALKWAY RIDE1!: Grind the middle section of WALKWAY 1.  
    
    WALKWAY RIDE2!: Grind the middle section of WALKWAY 2.
    
    X-RAY: From the START, turn right and go to the conveyor belt.  Manual 
    the conveyor belt into the HELIPAD.
    
    FLYING HIGH IN THE SKY: Between the first escalator and WALKWAY 2, there's
     two very narrow QPs.  Launch off of either of them and lip the sign above.
    
    THE HARD WAY UP!: To the right of WALKWAY 1, there's some locker-looking 
    things.  Wallride/wallie to grind the top of 'em, then hop to grind the next
    few things until you can grind the light above.  Then grind the light above.
    
    ECONOMY CLASS LIP: BASEMENT.  Use the QP walls to lip the lowest red rail 
    above.
    
    GATE TRANSFER!: Go down into the TERMINAL and take a right.  Grind the back
    of the first couch on your right, and keep the grind on the metal rail,
    then when you reach the QP, ollie the gap and continue the grind.
    
    BUSINESS CLASS LIP: BASEMENT.  Use the QP walls to lip the second highest
    red rail.  You might need some speed for this one.
    
    START TO FINISH!!!: Two ways to do this: the real way or the easy way.  The
    point of the gap is to hold a combo from the START to the TERMINAL.  The
    hard way is pretty obvious: start a combo and keep it until you get to the 
    TERMINAL.  The easy way is to use the teleport.  To get that to register,
    ollie over the desk on the left side of the START, and manual if you have
    to, then grind the conveyor belt.  When you appear in the TERMINAL, you need
    to land in a manual.  Keep it for a moment and the gap will show up.
    
    HELICOPTER HOP!: Hop over the helicopter.  In the HELIPAD.  Use the kicker
    by the conveyor belt.
    
    MANUAL THE SLOPE!: Manual down the slope at the first escalator.
    
    -----------------
    THAT'S THE END!!!
    -----------------
    ------------------------
    CREDITS AND OTHER THANKS
    ------------------------
    
    FINAL VERSION.  NO MORE EMAILS.  It's all here now.  If you don't understand
    at this point, it's your fault, not mine.  Love, Nick
    
    First off, there was a group of us who got together on the GAMEFAQS message 
    board a day or two after the game came out.  We had all already beaten both 
    modes, and were ready to take on the gaps.  I have to thank all those who 
    participated in the "GAP HELP GIVEN AND RECEIVED" thread.  I don't want to 
    use names, because I know I will forget some, but I will mention THE 
    CONFESSOR, who started the thread and remained very active till we were
    all finished, and DARKELVES, who was even at that early stage a master.
    
    I received several emails with assistance between the first draft and this 
    draft, from Brian 'Wildgues' (on an omission) Phobia (a straight-up 
    correction), and Kenshu, who helped a lot with one of the tricky BOSTON 
    gaps, and whose words once again point out the truth of my theory from 
    the intro: that most gaps have something really great to use to line you
    up.  One of the trickiest gaps becomes one of the easiest!
    
    New thanks to add: Jack Vano, and Garrick H.
    
    Last, thanks obviously to NEVERSOFT and all those whose work went into a 
    great game (even though they had to line their already thick pockets with
    WAY too much butterfinger money) and a great series; to all the pro 
    skaters in the game (and not in the game) for continually pushing all 
    us skaters to new and greater heights; to GAMEFAQS, cuz they seem to 
    be fine folks, doing good work; and to my cat, whose careless feet 
    caused me to lose this document more times than I even want to consider. 
    And of course, to all our girlfriends and boyfriends, who quickly learn 
    to rue the day that a great game is released.
    
    
    
    ------------
    end of file.
    ------------
    
    
    
    
    
    
    
    
    
    I said that's it.
    
    Goodbye already.  
    
    *******************************************************************************